| _Revision | This class is only tracking revision information. Needed for dokumention (doxygen) purposes |
| Boid | A single little something, maybe a bird, maybe a fly, maybe a robot |
| Config | Provides a service to read and write game config data |
| Debug | Provides a service to write debug data to a log file. Also provides realtime onscreen visualisation of debug values |
| Flock | Many Boid make one Flock. Implements a complete irr::ISceneNode |
| FlockAnimatorDefault | Animates a Flock like described by Craig Reynolds "Steering Behaviors for Autonomous Characters" |
| FlockAnimatorExplode | Animates some kind of explosion. Adds its part to each Boid velocity |
| FlockAnimatorTornado | Animates a Flock like an tornado. Tornado center (eye) is down on the bottom |
| Gui | Provides automatic generation of GUI elements |
| Object | This will be our base class for all game objects to synchronize data inside WAN |
| Particle | |
| Random | A random number generator for int, float and double values |
| Roller | This is the player character |
| StartUp | Diaplays a window with dimension of 800 x 600 to let user set some preferences |
| StartUpParameters | A little class to store gaming user settings |
| State | Base class for your game states |
| StateClose | Game state when it is closing time |
| StateFlockSimulation | Game state to test algorithms. Subject of constant change |
| StateMachine | Manages State transitions and keeps active State running |
| StateMenu | Menu state. You guess what |
| StateTerrain | Terrain state. Drives a object of class Terrain. Testing LOD stuff |
| StateTornado | |
| Temp | Detailed description |
| Terrain | Level Of Detail (LOD) based Terrain IsceneNode |