| Ccopakond::BowlingGame | Core logic manager handling bowling rules, scoring, and lane interactions |
| Ccopakond::BowlingLightData | |
| Ccopakond::CollisionDetector | Static utility class implementing intersection math (SAT, Sphere overlap) |
| Ccopakond::CollisionResult | Container for collision response data |
| Ccopakond::Controller | Base interface for input handling and logic updates |
| Ccopakond::InputController | Handles player movement, camera perspective switching, and object interaction logic |
| Ccopakond::InputControllerBowling | Bowling-specific player controller handling throwing mechanics and scene interactions |
| Ccopakond::Fog | Simple linear fog parameters |
| Ccopakond::Geometry | Base class for all spatial objects, serving as a node in the scene graph |
| Ccopakond::Camera | Camera for generating view and projection matrices |
| Ccopakond::Mesh | Base drawable 3D object containing geometry and material data |
| Ccopakond::CollisionShape | Base class for physics colliders, acting as an invisible (or debug) mesh |
| Ccopakond::CollisionBox | Oriented Bounding Box (OBB) collider |
| Ccopakond::RigidBody | Kinematic object affected by gravity, friction, and collision resolution |
| Ccopakond::CollisionSphere | Spherical collider, optimized for fast radius-based intersection tests |
| Ccopakond::CollisionPin | Specialized sphere collider for bowling pins with custom fall physics |
| Ccopakond::RigidSphere | Kinematic sphere that automatically rolls based on its horizontal velocity |
| Ccopakond::ImageMoving | 2D plane with an animated (scrolling) texture map |
| Ccopakond::ImageSequenceLabel | 2D plane that plays an animation by cycling through a sprite sheet texture |
| Ccopakond::ImageLabel | Static 2D image plane, implemented as a paused 1-frame image sequence |
| Ccopakond::ObjMesh | Mesh loaded from an external .obj file |
| Ccopakond::Skybox | Environmental background cube map with day/night cycle blending |
| Ccopakond::TextLabel | Dynamically generates 2D geometry to render text using a bitmap font atlas |
| Ccopakond::Input | Global input manager tracking keyboard states and mouse deltas |
| Ccopakond::LevelEditor | Runtime editor utility allowing the user to pick, move, and save mesh transformations |
| Ccopakond::Light | Base class for scene lighting calculations |
| Ccopakond::DirectionalLight | |
| Ccopakond::PointLight | |
| Ccopakond::SpotLight | |
| Ccopakond::LightUniforms | Caches shader uniform locations for a specific light instance to avoid repeated lookups |
| Ccopakond::Material | Defines surface properties and texture maps for rendering a mesh |
| Ccopakond::MtlLoader | |
| Ccopakond::ObjLoader | Parses Wavefront .obj files and extracts vertices, normals, UVs, and submeshes |
| Ccopakond::PhysicsMaterial | Physical properties affecting collision resolution |
| Ccopakond::Scene | Base class for all game scenes, managing lifecycle, rendering, and scene entities |
| Ccopakond::BowlingScene | Main playable scene containing the bowling alley environment and game loop |
| Ccopakond::SampleScene | Demonstration scene featuring a working procedural clock and basic physics interactions |
| Ccopakond::TemplateScene | Empty starter scene with initialized lighting, skybox, and a player controller |
| Ccopakond::Shader | Core manager for shader program compilation, uniform binding, and rendering |
| Ccopakond::Spline | Base class for parameterized spline animations |
| Ccopakond::Bezier | Bezier curve spline implementation |
| Ccopakond::CatmullRoll | Catmull-Rom spline implementation |
| Ccopakond::StateSaved | Stores a snapshot of object's transform for saving or undo operations |
| Ccopakond::SubMesh | Represents a part of a mesh that uses a specific material |