| AnimatedModel | Extends the functionality of the SkinnedModel class to include animations on the skeleton |
| AnimationKeys | A structure of all three types of a keys for a joint |
| AnimationSet | The AnimationSet contains a set of SkeletalAnimation objects |
| Bone | Node in the skeleton tree |
| BoneInterpolator | The BoneInterpolator does the real work of joint keyframing |
| ConfigFile | Clean interface to pulling information out of a "ini"-style configuration file, split into sections, variables and values |
| GameDX | A container that holds and initializes all the DirectX objects |
| GameDXInput | GameDXInput A wrapper class for Direct Input |
| GameDXListener | This is an interface for a listener who needs to listen to the GameDX class for lost device and reset device events |
| Key | The base Key class |
| RotKey | A key representing a given rotation at a given time |
| SkeletalAnimation | The SkeletalAnimation represents a atomic animation component |
| SkinnedModel | Model that is defined by a mesh attached to a skeleton |
| StaticModel | Static model that has no sort of animation |
| Timer | CG3 Skeletal Animation Project Jason Winnebeck May 12, 2003 |
| TimeShift | Private utility class to serve as functor in a for_each call |
| VectKey | A key representing a given vector at a given time |
| Window | Contains data about the game's window and has functions for initializing and controlling the window |
| XFilePosKey | Struct for loading raw X file data |
| XFileRotKey | Struct for loading raw X file data |
| XFileScaleKey | Struct for loading raw X file data |