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  • Introduction
  • Installing fender
  • ECS Design Explained
  • Getting Started with Fender
  • Fender
    • Fender - Introduction
    • Fender
    • Fender events
    • Opening a Window
    • Creating a world
    • Creating a Camera
    • Creating gameObjects
    • Handling inputs
    • Network communications
  • fender::Entities
  • fender::Components
  • fender::Systems
  • Utils
futils
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Fender¶

Now that you know how to get a working environment and that you understand what an ECS is (if not, please go back a few steps!) lets see what Fender actually IS.

  • Fender - Introduction
    • Vocabulary
    • Notations
    • Tutorial goal
  • Fender
    • Fender(string const &)
    • int start()
    • addSystem<T>(…)
    • removeSystem<T>
    • int run()
  • Fender events
    • T &rebuild<T>(IMediatorPacket &)
    • send<T const &>()
    • send<T &&>()
    • require<T>()
    • forget<T>()
    • erase()
  • Opening a Window
    • Expected result
    • Creating the game system
    • Window init
  • Creating a world
    • What’s a World ?
  • Creating a Camera
    • Expected output
    • Updating Game
    • Camera initialization
  • Creating gameObjects
    • Expected output
    • What is a GameObject ?
    • Update [Game]
  • Handling inputs
    • The basics
    • InputSequences (WIP)
  • Network communications
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© Copyright 2018, Felix Ganz. Revision f64a1b8e.

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