glossary.rst 2.4 KB

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  1. Glossary
  2. ========
  3. This page lists definitions for terms used in Crown and this manual.
  4. .. glossary::
  5. :sorted:
  6. Component
  7. A collection of data that is necessary for a given simulation to be computed.
  8. Unit
  9. A collection of distinct :term:`components<Component>`.
  10. This is the basic building block used to represent all kinds of different
  11. objects in a :term:`World` simulation.
  12. Level
  13. A collection of :term:`units<Unit>`, :term:`sounds<Sound>` and other objects
  14. to be used together in a :term:`World`.
  15. Resource
  16. The file that describes a particular piece of data to be used by the
  17. :term:`Runtime`. Resource files typically contain definitions for :term:`units
  18. <Unit>`, :term:`levels <Level>`, :term:`Lua` scripts etc.
  19. Source Data
  20. The collection of :term:`Resource` files stored inside the :term:`Source
  21. Directory`.
  22. Source Directory
  23. The directory where the :term:`Source Data` is stored on disk.
  24. Data Directory
  25. The directory where the :term:`Data Compiler` output is stored on disk.
  26. Data Compiler
  27. The incremental compiler that transforms generic, human-readable :term:`Source
  28. Data` into specialized, high-performance binary blobs ready to be loaded in
  29. memory and consumed by the :term:`Runtime`.
  30. Runtime
  31. The executable that reads data from the :term:`Data Directory` and transforms
  32. it to produce a particular output based on the logic defined by the programmer
  33. and the input given by the user.
  34. This is the executable that will be distributed to the end user of your game.
  35. World
  36. The object where the simulation of a number of :term:`units<Unit>` occur. This
  37. simulation can be advanced in time and its results can be rendered on screen
  38. from arbitrary view points defined by a :term:`Camera`.
  39. Camera
  40. An object that describes a position and orientation in space, along with other
  41. geometric parameters, used to render a :term:`World` on screen from a specific
  42. perspective.
  43. Lua
  44. The scripting language used in Crown.
  45. Shader
  46. A program that runs on dedicated hardware to produce graphical output on the
  47. screen or other off-screen buffers.
  48. Sound
  49. A 3D object used to play sounds in a :term:`World`.
  50. Sprite
  51. An object used to represent animated 2D graphics on the screen.
  52. Mesh
  53. An object used to represent animated 3D graphics on the screen.
  54. Texture
  55. An object used to describes visual features for :term:`sprites<Sprite>`,
  56. :term:`meshes<Mesh>` etc.