GlossaryΒΆ
This page lists definitions for terms used in Crown and this manual.
- Component
A collection of data that is necessary for a given simulation to be computed.
- Unit
A collection of distinct components. This is the basic building block used to represent all kinds of different objects in a World simulation.
- Level
A collection of units, sounds and other objects to be used together in a World.
- Resource
A file that describes a particular piece of data to be used by the Runtime. Resource files typically contain definitions for units, levels, Lua scripts etc.
- Source Data
The collection of Resource files stored inside the Source Directory.
- Source Directory
The directory on disk where the Source Data is stored.
- Data Directory
The directory on disk where the Data Compiler output is stored.
- Data Compiler
The incremental compiler that transforms generic, human-readable Source Data into specialized, high-performance binary blobs ready to be loaded in memory and consumed by the Runtime.
- Runtime
The executable that the end-user runs to play the shipped game. It reads compiled data from the Data Directory and use it to simulate game worlds in real-time.
- World
The object where the simulation of a number of units occur. This simulation can be advanced in time and its results can be rendered on screen from arbitrary view points defined by a Camera.
- Camera
An object that describes a position and orientation in space, along with other geometric parameters, used to render a World on screen from a specific perspective.
- Lua
The scripting language used in Crown.
- Shader
A program that runs on dedicated hardware to produce graphical output on the screen or other off-screen buffers.
- Sound
A 3D object used to play sounds in a World.
- Sprite
An object used to represent animated 2D graphics on the screen.
- Mesh
An object used to represent animated 3D graphics on the screen.
- Texture
An object used to describes visual features for sprites, meshes etc.