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- <section id="glossary">
- <h1>Glossary<a class="headerlink" href="#glossary" title="Permalink to this headline">¶</a></h1>
- <p>This page lists definitions for terms used in Crown and this manual.</p>
- <dl class="glossary simple">
- <dt id="term-Camera">Camera<a class="headerlink" href="#term-Camera" title="Permalink to this term">¶</a></dt><dd><p>An object that describes a position and orientation in space, along with other
- geometric parameters, used to render a <a class="reference internal" href="#term-World"><span class="xref std std-term">World</span></a> on screen from a specific
- perspective.</p>
- </dd>
- <dt id="term-Component">Component<a class="headerlink" href="#term-Component" title="Permalink to this term">¶</a></dt><dd><p>A collection of data that is necessary for a given simulation to be computed.</p>
- </dd>
- <dt id="term-Data-Compiler">Data Compiler<a class="headerlink" href="#term-Data-Compiler" title="Permalink to this term">¶</a></dt><dd><p>The incremental compiler that transforms generic, human-readable <a class="reference internal" href="#term-Source-Data"><span class="xref std std-term">Source
- Data</span></a> into specialized, high-performance binary blobs ready to be loaded in
- memory and consumed by the <a class="reference internal" href="#term-Runtime"><span class="xref std std-term">Runtime</span></a>.</p>
- </dd>
- <dt id="term-Data-Directory">Data Directory<a class="headerlink" href="#term-Data-Directory" title="Permalink to this term">¶</a></dt><dd><p>The directory where the <a class="reference internal" href="#term-Data-Compiler"><span class="xref std std-term">Data Compiler</span></a> output is stored on disk.</p>
- </dd>
- <dt id="term-Level">Level<a class="headerlink" href="#term-Level" title="Permalink to this term">¶</a></dt><dd><p>A collection of <a class="reference internal" href="#term-Unit"><span class="xref std std-term">units</span></a>, <a class="reference internal" href="#term-Sound"><span class="xref std std-term">sounds</span></a> and other objects
- to be used together in a <a class="reference internal" href="#term-World"><span class="xref std std-term">World</span></a>.</p>
- </dd>
- <dt id="term-Lua">Lua<a class="headerlink" href="#term-Lua" title="Permalink to this term">¶</a></dt><dd><p>The scripting language used in Crown.</p>
- </dd>
- <dt id="term-Mesh">Mesh<a class="headerlink" href="#term-Mesh" title="Permalink to this term">¶</a></dt><dd><p>An object used to represent animated 3D graphics on the screen.</p>
- </dd>
- <dt id="term-Resource">Resource<a class="headerlink" href="#term-Resource" title="Permalink to this term">¶</a></dt><dd><p>The file that describes a particular piece of data to be used by the
- <a class="reference internal" href="#term-Runtime"><span class="xref std std-term">Runtime</span></a>. Resource files typically contain definitions for <a class="reference internal" href="#term-Unit"><span class="xref std std-term">units</span></a>, <a class="reference internal" href="#term-Level"><span class="xref std std-term">levels</span></a>, <a class="reference internal" href="#term-Lua"><span class="xref std std-term">Lua</span></a> scripts etc.</p>
- </dd>
- <dt id="term-Runtime">Runtime<a class="headerlink" href="#term-Runtime" title="Permalink to this term">¶</a></dt><dd><p>The executable that reads data from the <a class="reference internal" href="#term-Data-Directory"><span class="xref std std-term">Data Directory</span></a> and transforms
- it to produce a particular output based on the logic defined by the programmer
- and the input given by the user.
- This is the executable that will be distributed to the end user of your game.</p>
- </dd>
- <dt id="term-Shader">Shader<a class="headerlink" href="#term-Shader" title="Permalink to this term">¶</a></dt><dd><p>A program that runs on dedicated hardware to produce graphical output on the
- screen or other off-screen buffers.</p>
- </dd>
- <dt id="term-Sound">Sound<a class="headerlink" href="#term-Sound" title="Permalink to this term">¶</a></dt><dd><p>A 3D object used to play sounds in a <a class="reference internal" href="#term-World"><span class="xref std std-term">World</span></a>.</p>
- </dd>
- <dt id="term-Source-Data">Source Data<a class="headerlink" href="#term-Source-Data" title="Permalink to this term">¶</a></dt><dd><p>The collection of <a class="reference internal" href="#term-Resource"><span class="xref std std-term">Resource</span></a> files stored inside the <a class="reference internal" href="#term-Source-Directory"><span class="xref std std-term">Source
- Directory</span></a>.</p>
- </dd>
- <dt id="term-Source-Directory">Source Directory<a class="headerlink" href="#term-Source-Directory" title="Permalink to this term">¶</a></dt><dd><p>The directory where the <a class="reference internal" href="#term-Source-Data"><span class="xref std std-term">Source Data</span></a> is stored on disk.</p>
- </dd>
- <dt id="term-Sprite">Sprite<a class="headerlink" href="#term-Sprite" title="Permalink to this term">¶</a></dt><dd><p>An object used to represent animated 2D graphics on the screen.</p>
- </dd>
- <dt id="term-Texture">Texture<a class="headerlink" href="#term-Texture" title="Permalink to this term">¶</a></dt><dd><p>An object used to describes visual features for <a class="reference internal" href="#term-Sprite"><span class="xref std std-term">sprites</span></a>,
- <a class="reference internal" href="#term-Mesh"><span class="xref std std-term">meshes</span></a> etc.</p>
- </dd>
- <dt id="term-Unit">Unit<a class="headerlink" href="#term-Unit" title="Permalink to this term">¶</a></dt><dd><p>A collection of distinct <a class="reference internal" href="#term-Component"><span class="xref std std-term">components</span></a>.
- This is the basic building block used to represent all kinds of different
- objects in a <a class="reference internal" href="#term-World"><span class="xref std std-term">World</span></a> simulation.</p>
- </dd>
- <dt id="term-World">World<a class="headerlink" href="#term-World" title="Permalink to this term">¶</a></dt><dd><p>The object where the simulation of a number of <a class="reference internal" href="#term-Unit"><span class="xref std std-term">units</span></a> occur. This
- simulation can be advanced in time and its results can be rendered on screen
- from arbitrary view points defined by a <a class="reference internal" href="#term-Camera"><span class="xref std std-term">Camera</span></a>.</p>
- </dd>
- </dl>
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