Header menu logo Nu

World Type

The world, in a functional programming sense. Hosts the simulation state, the dependencies needed to implement a game, messages to by consumed by the various engine subsystems, and general configuration data. For better ergonomics, the World type keeps a mutable reference to the functional WorldState, which is updated by the engine whenever the engine transforms the world state.

Record fields

Record Field Description

WorldState

Full Usage: WorldState

Field type: WorldState
Modifiers: mutable
Field type: WorldState

Instance members

Instance member Description

this.Accompanied

Full Usage: this.Accompanied

Returns: bool

Check that the world is accompanied (such as by an editor program that controls it).

Returns: bool

this.Advancing

Full Usage: this.Advancing

Returns: bool

Check that the world is advancing (not halted).

Returns: bool

this.Alive

Full Usage: this.Alive

Returns: bool

Check that the world is alive (still running).

Returns: bool

this.ClockDelta

Full Usage: this.ClockDelta

Returns: single

Get the amount of clock time that has transpired between this and the previous frame.

Returns: single

this.ClockTime

Full Usage: this.ClockTime

Returns: single

Get the clock time as of when the current frame began.

Returns: single

this.ContextEntity

Full Usage: this.ContextEntity

Returns: Entity

Get the current ImSim Entity context (throwing upon failure).

Returns: Entity

this.ContextGame

Full Usage: this.ContextGame

Returns: Game

Get the current ImSim Game context (throwing upon failure).

Returns: Game

this.ContextGroup

Full Usage: this.ContextGroup

Returns: Group

Get the current ImSim Group context (throwing upon failure).

Returns: Group

this.ContextImSim

Full Usage: this.ContextImSim

Returns: Address

Get the current ImSim context.

Returns: Address

this.ContextInitializing

Full Usage: this.ContextInitializing

Returns: bool

Check that the current ImSim context is initializing this frame.

Returns: bool

this.ContextScreen

Full Usage: this.ContextScreen

Returns: Screen

Get the current ImSim Screen context (throwing upon failure).

Returns: Screen

this.CurrentState

Full Usage: this.CurrentState

Returns: WorldState

Get the current world state.

Returns: WorldState

this.DateDelta

Full Usage: this.DateDelta

Returns: TimeSpan

Get the amount of date time that has transpired between this and the previous frame.

Returns: TimeSpan

this.DateTime

Full Usage: this.DateTime

Returns: DateTimeOffset

Get the date time as of when the current frame began.

Returns: DateTimeOffset

this.Dead

Full Usage: this.Dead

Returns: bool

Check that the world is dead (notno longer running).

Returns: bool

this.DeclaredEntity

Full Usage: this.DeclaredEntity

Returns: Entity

Get the recent ImSim Entity declaration (throwing upon failure).

Returns: Entity

this.DeclaredGame

Full Usage: this.DeclaredGame

Returns: Game

Get the recent ImSim Game declaration (throwing upon failure).

Returns: Game

this.DeclaredGroup

Full Usage: this.DeclaredGroup

Returns: Group

Get the recent ImSim Group declaration (throwing upon failure).

Returns: Group

this.DeclaredImSim

Full Usage: this.DeclaredImSim

Returns: Address

Get the recent ImSim declaration.

Returns: Address

this.DeclaredInitializing

Full Usage: this.DeclaredInitializing

Returns: bool

Check that the recent ImSim declaration is initializing this frame.

Returns: bool

this.DeclaredScreen

Full Usage: this.DeclaredScreen

Returns: Screen

Get the recent ImSim Screen declaration (throwing upon failure).

Returns: Screen

this.DesiredScreen

Full Usage: this.DesiredScreen

Returns: DesiredScreen

Get the desired selected screen, if any.

Returns: DesiredScreen

this.Eye2dBounds

Full Usage: this.Eye2dBounds

Returns: Box2

Get the bounds of the 2D eye.

Returns: Box2

this.Eye2dCenter

Full Usage: this.Eye2dCenter

Returns: Vector2

Get the center of the 2D eye.

Returns: Vector2

this.Eye2dSize

Full Usage: this.Eye2dSize

Returns: Vector2

Get the size of the 2D eye.

Returns: Vector2

this.Eye3dCenter

Full Usage: this.Eye3dCenter

Returns: Vector3

Get the center of the 3D eye.

Returns: Vector3

this.Eye3dFieldOfView

Full Usage: this.Eye3dFieldOfView

Returns: single

Get the field of view of the 3D eye.

Returns: single

this.Eye3dFrustumExterior

Full Usage: this.Eye3dFrustumExterior

Returns: Frustum

Get the exterior frustum of the 3D eye.

Returns: Frustum

this.Eye3dFrustumImposter

Full Usage: this.Eye3dFrustumImposter

Returns: Frustum

Get the exterior frustum of the 3D eye.

Returns: Frustum

this.Eye3dFrustumInterior

Full Usage: this.Eye3dFrustumInterior

Returns: Frustum

Get the interior frustum of the 3D eye.

Returns: Frustum

this.Eye3dFrustumView

Full Usage: this.Eye3dFrustumView

Returns: Frustum

Get the view frustum of the 3D eye.

Returns: Frustum

this.Eye3dRotation

Full Usage: this.Eye3dRotation

Returns: Quaternion

Get the rotation of the 3D eye.

Returns: Quaternion

this.FramePacing

Full Usage: this.FramePacing

Returns: bool

Check that the world's frame rate is being explicitly paced based on clock progression.

Returns: bool

this.Functional

Full Usage: this.Functional

Returns: bool

Check that the world is executing with functional semantics.

Returns: bool

this.GameDelta

Full Usage: this.GameDelta

Returns: GameTime

Get the polymorphic engine time delta.

Returns: GameTime

this.GameTime

Full Usage: this.GameTime

Returns: GameTime

Get the polymorphic engine time.

Returns: GameTime

this.GeometryViewport

Full Usage: this.GeometryViewport

Returns: Viewport

The viewport of the geometry buffer.

Returns: Viewport

this.Halted

Full Usage: this.Halted

Returns: bool

Check that the world is halted (not advancing).

Returns: bool

this.Imperative

Full Usage: this.Imperative

Returns: bool

Check that the world is executing with imperative semantics where applicable.

Returns: bool

this.OuterViewport

Full Usage: this.OuterViewport

Returns: Viewport

The viewport of the outer (full screen) buffer.

Returns: Viewport

this.RasterViewport

Full Usage: this.RasterViewport

Returns: Viewport

The viewport of the rasterization buffer.

Returns: Viewport

this.SelectedScreenOpt

Full Usage: this.SelectedScreenOpt

Returns: Screen option

Get the currently selected screen, if any.

Returns: Screen option

this.TickDelta

Full Usage: this.TickDelta

Returns: int64

Get the tick delta as a number of environment ticks.

Returns: int64

this.TickTime

Full Usage: this.TickTime

Returns: int64

Get the tick time as a number of environment ticks.

Returns: int64

this.Timers

Full Usage: this.Timers

Returns: Timers

Get the timers.

Returns: Timers

this.Unaccompanied

Full Usage: this.Unaccompanied

Returns: bool

Check that the world is unaccompanied (such as being absent of an editor program that controls it).

Returns: bool

this.UpdateDelta

Full Usage: this.UpdateDelta

Returns: int64

Get the number of updates that have transpired between this and the previous frame.

Returns: int64

this.UpdateTime

Full Usage: this.UpdateTime

Returns: int64

Get the number of updates that have transpired.

Returns: int64

Type something to start searching.