_ destroy Queue _destroyQueue : Set < any >
activate Editor activateEditor : () => void
audio Manager audioManager : AudioAssetManager = ...
bloom Bind Group bloomBindGroup : any
bloom Output Tex bloomOutputTex : any
bloom Pass bloomPass : | BloomPass | { enabled : boolean ; setBlurRadius : ( v : any ) => void ; setIntensity : ( v : any ) => void ; setKnee : ( v : any ) => void ; setThreshold : ( v : any ) => void ; }
cameras cameras : { arcball : ArcballCamera ; RPG : RPGCamera ; WASD : WASDCamera }
depth Texture View Trail depthTextureViewTrail : any
destroy By Prefix destroyByPrefix : ( prefix : any ) => void
destroy By Sufix destroyBySufix : ( sufix : any ) => void
entity Arg Pass entityArgPass : { depthLoadOp : string ; depthStoreOp : string ; loadOp : string ; storeOp : string ; } = ...
entity Holder entityHolder : any [] = []
flush Destroy Queue flushDestroyQueue : () => void
global Ambient globalAmbient : Vec3
inputHandler : () => { analog : { touching : boolean ; x : number ; y : number ; zoom : number } ; digital : { backward : boolean ; down : boolean ; forward : boolean ; left : boolean ; right : boolean ; up : boolean ; } ; }
last Time lastTime : number = 0
light Container lightContainer : any [] = []
log Loop Error logLoopError : boolean
main Camera Params mainCameraParams : { responseCoef : any ; type : any }
main Depth Texture mainDepthTexture : any
main Depth View mainDepthView : any
main Render Bundle mainRenderBundle : any [] = []
main Render Pass Desc mainRenderPassDesc : { colorAttachments : { clearValue : number [] ; loadOp : string ; storeOp : string ; view : any ; } [] ; depthStencilAttachment : { depthClearValue : number ; depthLoadOp : string ; depthStoreOp : string ; view : any ; } ; label : string ; }
matrix Ammo matrixAmmo : MatrixAmmo
matrix Sounds matrixSounds : MatrixSounds = ...
MAX_ SPOTLIGHTS MAX_SPOTLIGHTS : number
no Bloom Bind Group noBloomBindGroup : any
physics Bodies Generator physicsBodiesGenerator : any
physics Bodies Generator Deep Pyramid physicsBodiesGeneratorDeepPyramid : any
physics Bodies Generator Pyramid physicsBodiesGeneratorPyramid : any
physics Bodies Generator Tower physicsBodiesGeneratorTower : any
physics Bodies Generator Wall physicsBodiesGeneratorWall : any
present Pipeline presentPipeline : any
present Sampler presentSampler : any
reference reference : { addRaycastsListener : ( canvasId ?: string , eventName ?: string ) => void ; BVHPlayer : typeof BVHPlayer ; BVHPlayerInstances : typeof BVHPlayerInstances ; downloadMeshes : ( nameAndURLs : any , completionCallback : Function , inputArg : any , ) => void ; graphAdapter : ( compilerResult : any , nodes : any ) => string ; MEMeshObj : typeof default ; MEMeshObjInstances : typeof default ; } = ...
Type Declaration addRaycastsListener : ( canvasId ?: string , eventName ?: string ) => void BVHPlayer : typeof BVHPlayer BVHPlayerInstances : typeof BVHPlayerInstances downloadMeshes : ( nameAndURLs : any , completionCallback : Function , inputArg : any ) => void graphAdapter : ( compilerResult : any , nodes : any ) => string MEMeshObj : typeof default MEMeshObjInstances : typeof default scene Texture sceneTexture : any
scene Texture View sceneTextureView : any
shaders Pack shadersPack : {}
SHADOW_ RES SHADOW_RES : number
shadow Array View shadowArrayView : any
shadow Texture Array shadowTextureArray : any
shadow Video Texture shadowVideoTexture : any
shadow Video View shadowVideoView : any
spotlightUniformBuffer : any
texture Cache textureCache : TextureCache
Description
Main engine root class.
Author
Nikola Lukic 2025
Email
zlatnaspirala@gmail.com
Web
https://maximumroulette.com
Github
zlatnaspirala