Namespace OmegaEngine
3D graphics rendering based on DirectX 9.
Note
NuGet package: OmegaEngine
Namespaces
- OmegaEngine.Assets
Assets are content files loaded by the engine at runtime. This includes textures, models, sounds, etc..
- OmegaEngine.Audio
3D sound and music playback.
- OmegaEngine.Foundation
Rendering-agnostic infrastructure used by OmegaEngine.
- OmegaEngine.Graphics
Graphics subsystem of the engine.
- OmegaEngine.Input
OmegaEngine provides a flexible input system that processes low-level input events into higher-level navigational commands. The system consists of InputProviders that capture input and IInputReceivers that respond to commands.
Classes
- AnimationOptions
Options controlling an animation.
- DebugConsole
Provides a generic debug console powered by the Log system and Lua scripting.
- DistanceComparer
Compares the distances of objects to fixed root position.
- Engine
Provides central control for 3D rendering, sound management, asset caching, etc.
- EngineCapabilities
Methods for determining the rendering capabilities of the graphics hardware.
- EngineEffects
Turn specific rendering effects in the Engine on or off.
- EngineElement
A common base class for all objects that need an Engine instance.
- EnginePerformance
Tracks the performance/speed of the Engine.
- EngineState
Represents the current graphics render state of the Device.
- EngineUtilsAnimation
Provides simple animation helpers for the Engine.
- EngineUtilsDraw
Provides simple draw helpers for the Engine.
- Profiler
Helper class with static functions to signal the beginnings and endings of performance profiling events. In Debug builds events are also passed to PIX.
- RenderHost
Automatically provides an Engine instance with a fullscreen-capable window, render loop, input handling, etc.
- RenderHost.RenderForm
An internal Windows Form to use as Engine render target with mouse+keyboard event handling
- RenderHostExtensions
Contains extension methods for RenderHostExtensions.
- RenderPanel
A Panel that automatically provides an Engine instance for rendering on it, an optional timer-driver render loop, input handling, etc.
Structs
- EngineConfig
Stores settings for initializing Engine
- ProfilerEvent
Struct that allows you to profile timed execution blocks.
Interfaces
- IPositionable
An interface to objects that have a position.
- IRenderHost
A host that provides an Engine instance and binds it to the operating system.