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Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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Kinoko
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abstract
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egg
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game
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field
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obj
ObjectAurora.cc
ObjectAurora.hh
ObjectBase.cc
ObjectBase.hh
ObjectCollidable.cc
ObjectCollidable.hh
ObjectDokan.cc
ObjectDokan.hh
ObjectDrivable.cc
ObjectDrivable.hh
ObjectId.hh
ObjectKCL.cc
ObjectKCL.hh
ObjectNoImpl.cc
ObjectNoImpl.hh
ObjectOilSFC.cc
ObjectOilSFC.hh
ObjectParasolR.cc
ObjectParasolR.hh
ObjectPuchiPakkun.hh
ObjectRegistry.hh
BoxColManager.cc
BoxColManager.hh
CollisionDirector.cc
CollisionDirector.hh
CourseColMgr.cc
CourseColMgr.hh
KColData.cc
KColData.hh
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KCollisionTypes.hh
ObjColMgr.cc
ObjColMgr.hh
ObjectCollisionBase.cc
ObjectCollisionBase.hh
ObjectCollisionBox.cc
ObjectCollisionBox.hh
ObjectCollisionConvexHull.cc
ObjectCollisionConvexHull.hh
ObjectCollisionCylinder.cc
ObjectCollisionCylinder.hh
ObjectCollisionKart.cc
ObjectCollisionKart.hh
ObjectCollisionSphere.cc
ObjectCollisionSphere.hh
ObjectDirector.cc
ObjectDirector.hh
ObjectDrivableDirector.cc
ObjectDrivableDirector.hh
ObjectFlowTable.cc
ObjectFlowTable.hh
ObjectHitTable.cc
ObjectHitTable.hh
Rail.cc
Rail.hh
RailInterpolator.cc
RailInterpolator.hh
RailManager.cc
RailManager.hh
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item
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kart
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scene
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ObjectRegistry.hh
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#pragma once
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#include "game/field/obj/ObjectAurora.hh"
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#include "game/field/obj/ObjectDokan.hh"
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#include "game/field/obj/ObjectKCL.hh"
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#include "game/field/obj/ObjectNoImpl.hh"
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#include "game/field/obj/ObjectOilSFC.hh"
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#include "game/field/obj/ObjectParasolR.hh"
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#include "game/field/obj/ObjectPuchiPakkun.hh"
game
field
obj
ObjectRegistry.hh
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