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Bicameral Engine
GPU-resident engine for a magic-research open-world game
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#include <cstdint>#include <expected>#include <filesystem>#include <span>#include <string>#include <vector>#include "core/aliases.h"#include "sim/command.h"Go to the source code of this file.
Classes | |
| struct | bicameral::save::ReplayTickHash |
| struct | bicameral::save::ReplayFile |
Namespaces | |
| namespace | bicameral |
| namespace | bicameral::save |
Enumerations | |
| enum class | bicameral::save::ReplayWorld : uint8_t { bicameral::save::Probe = 1 } |
Functions | |
| std::expected< std::vector< std::byte >, std::string > | bicameral::save::SerializeReplay (const ReplayFile &replay) |
| std::expected< ReplayFile, std::string > | bicameral::save::ParseReplay (std::span< const std::byte > bytes) |
| std::expected< void, std::string > | bicameral::save::WriteReplayFile (const fs::path &path, const ReplayFile &replay) |
| std::expected< ReplayFile, std::string > | bicameral::save::ReadReplayFile (const fs::path &path) |
Variables | |
| constexpr uint32_t | bicameral::save::REPLAY_FORMAT_VERSION = 1 |