| GKAgent |
An agent is a point mass whose local coordinate system is aligned to its velocity.
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| GKAgent2D |
A 2D specalization of an agent that moves on a 2-axis logical coordinate system.
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| GKAgent3D |
A 3D specialization of an agent that moves on a 3-axis logical coordinate system.
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| GKARC4RandomSource |
A deterministic pseudo-random source that generates random numbers based on an arc4 algorithm.
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| GKBehavior |
A collection of GKGoals or GKBehaviors with weights that can be applied to a GKAgent
The sub-goals or sub-behaviors are summed to produce a total force to be applied to an agent
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| GKBillowNoiseSource |
Billow noise is similar to Perlin noise, with more rounded shapes and clearly-defined transitions beween values.
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| GKCheckerboardNoiseSource |
Produces noise in a checkerboard pattern.
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| GKCircleObstacle |
An obstacle with an impassible radius
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| GKCoherentNoiseSource |
Coherent noise is smoothly-changing, semi-random noise.
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| GKComponent |
A component is the data and logic for one part of an object in an entity-component system.
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| GKComponentSystem<_ComponentType> |
A component system is a homogeneous collection of components that are intended to be called at the same time.
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| GKCompositeBehavior |
A GKBehavior that can also contain a number of sub-behaviors
Sub-behaviors and goals are both weighted and produce a force to apply to a GKAGENT
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| GKConstantNoiseSource |
Produces a single, constant value at all positions in the space.
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| GKCylindersNoiseSource |
Produces 3D cylindrical noise with an infinite number of cylinders-within-cyliners of constantly-increasing radius.
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| GKDecisionNode |
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| GKDecisionTree |
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| GKEntity |
An entity is the general purpose object in an entity-component system.
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| GKGaussianDistribution |
A gaussian distribution is biased towards the mean value, the possible outcomes are spread out from the mean
with decreasing probability.
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| GKGoal |
Defines a spatial directive.
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| GKGraph |
Representation of a directed graph of GKGraphNodes
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| GKGraphNode |
A node in a directed graph.
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| GKGraphNode2D |
GKGraphNode coupled with a 2D position
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| GKGraphNode3D |
GKGraphNode coupled with a 3D position
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| GKGridGraph<_NodeType> |
A collection of GKGraphNodes that are governed by a 2D Cartesian grid
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| GKGridGraphNode |
GKGraphNode coupled with a position on a 2D grid
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| GKLinearCongruentialRandomSource |
A deterministic pseudo-random source that generates random numbers based on a linear congruential algorithm.
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| GKMersenneTwisterRandomSource |
A deterministic pseudo-random source that generates random numbers based on a mersenne twister algorithm.
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| GKMeshGraph<_NodeType> |
A collection of GKGraphNodes that are governed by a mesh formed by the space between a set of GKPolygonObstacles
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| GKMinmaxStrategist |
The Minmax Strategist is a generic AI that selects a game model update for a given player that maximises
potential gain, while minimising potential loss.
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| GKMonteCarloStrategist |
The Monte Carlo Strategist is a generic AI that selects a game model update for a given player that results
in the highest likelihood for that player to eventually win the game.
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| GKNoise |
GKNoise is the object used to manipulate and combine noise in continuous 3D space.
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| GKNoiseMap |
GKNoiseMap represents an extracted portion of sampled points from continuous 3D noise.
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| GKNoiseSource |
A GKNoiseSource instance is a description of procedural noise in 3D space.
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| GKNSPredicateRule |
A convenient subclass of GKRule that leverages existing NSPRedicate functionality for evaluating the predicate
of the rule.
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| GKObstacle |
Represents an impassible area in 2D space.
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| GKObstacleGraph<_NodeType> |
A collection of GKGraphNodes that are governed by a set of extruded GKPolygonObstacles
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| GKOctree<_ElementType> |
A tree data structure where each level has 8 children that subdivide a given space into the eight octants.
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| GKOctreeNode |
The individual node(s) that make up a GKOctree.
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| GKPath |
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| GKPerlinNoiseSource |
Perlin noise is useful for creating natural-looking textures and realistic-looking terrain.
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| GKPolygonObstacle |
An obstacle with an impassible closed polygon
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| GKQuadtree<_ElementType> |
A tree data structure where each level has 4 children that subdivide a given space into the four quadrants.
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| GKQuadtreeNode |
The individual node(s) that make up a GKQuadtree.
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| GKRandomDistribution |
A random distribution is a random source itself with a specific mapping from the input source to the output values.
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| GKRandomSource |
A concrete random source that can generate random numbers.
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| GKRidgedNoiseSource |
Ridged noise is similar to Perlin noise, with sharply-defined, relatively thin peaks.
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| GKRTree<_ElementType> |
An R-tree is a data structure that partitions axis aligned bounding rectangles into groups spatially.
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| GKRule |
The concrete class that the GKRuleSystem uses to evaluate the current state and facts with predicated rules.
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| GKRuleSystem |
A rule system consists of 3 things:
- The current state, which upon creation is considered the inital state
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| GKScene |
A scene stores and handles loading of data related to a particular scene.
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| GKSCNNodeComponent |
A component that encapsulates a SceneKit node.
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| GKShuffledDistribution |
A shuffled distribution tries to make sure individual samples are not clustered whilst retaining a uniform distribution of values
over time.
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| GKSKNodeComponent |
A component that encapsulates a SpriteKit node.
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| GKSphereObstacle |
An obstacle with an impassible radius in 3D space
For use with GKAgent3D.
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| GKSpheresNoiseSource |
Produces 3D spherical noise with an infinite number of spheres-within-spheres of constantly-increasing radius.
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| GKState |
Represents a single state in a state machine.
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| GKStateMachine |
Models a finite state machine that has a single current state.
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| GKVoronoiNoiseSource |
Voronoi noise partitions the space into angular, polygonal "cells", which are reminiscent
of stained glass or crystal-like structures.
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