Deeplayer 3D code - /root
About directory structure: What? Why? How? How exactly? Why so many folders?
External (3rd party) libraries
doxygen
liteSQL
stlport
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Deeplayer Packages
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About packages: What? Why? How? How exactly? Why so many? Also note: Most of these packages will probably be used in some unique thread, so they don’t need to be thread-safe. The only reason they are here, for now, is that thread assignment will have to wait for evaluation of data commonalities and load balance. However, there’s the possibility some of the code in packages might be reused and end up being shared by more than one thread. To be sure that doesn’t cause problems, we should implement a minimum of thread safety, in the sense of avoiding static variables in functions and classes; or otherwise documenting the fact. shader
material dynamic texture display surface geom
object/composite Index3
Neural networks
Dolls and Physio
Language
Navigation
Architecture
Money
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Deeplayer non-public headers
dark_ptr
dollar
ensure
invariant
namespace
prerequisites
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Deeplayer header-only libraries
batch
findshare
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Deeplayer thread-safe libraries
brook
message
message_mux
turn_table
thread_alloc
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Deeplayer dynamic libraries
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About using dynamic libraries: What? Why? How? How exactly? Why so many? format
hardware
platform
visitor
plugin
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Other Deeplayer executables (tools, installers, etc.)
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The devil is in the tools —chuck_starchaser— Installersdeveloper_install
sdk_install
game_install
Browsers/Organizers/Archiversphys_sys_arch
materials_handler
sound_archiver
DesignersGUI_maker
AI_designer
AI_trainer
damage_destruction
Otherscene_view
unit_processor
game_specifier_tasker
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Runtime engine threads
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About using threads: What? Why? How? How exactly? Why so many? AI
coords
imposters
fileio
main
physics
procedural
python
sound
players
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