reckfellENGINE

Glossary

Concise definitions of editor and API terminology.

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Projects and objects

TermPlain explanation
ProjectYour game's folder, including settings, code and source assets
EntityAn object in Reckfell's hierarchy with a lifecycle; its concrete type determines its capabilities
HierarchyA tree of parent-child relationships between objects
ParentThe object another object is attached to
ChildAn object attached to a parent
SceneA saved tree used as a level, screen or complete space; .rscene
PrefabA saved reusable tree, such as a door; .rprefab
InstanceA specific object created from a prefab template
OverrideA local change relative to a template; in C#, the word also refers to replacing a base-class method
ResourceData used by objects, such as a material, texture, mesh or saved tree
UIDAn identifier that helps preserve resource identity when moved through the editor

Images and space

TermPlain explanation
TransformAn object's position, rotation and scale
Local coordinatesPosition relative to the parent
Global coordinatesPosition relative to the world
MeshSurface geometry made from vertices and faces
MaterialDescribes a surface's appearance and response to lighting
TextureAn image holding color or other surface data
RendererThe subsystem that produces images
ViewportAn area the engine renders into
CameraDetermines the viewpoint shown by the game
FPSDisplayed frames per second
LODReduced visual detail at a distance to lower workload

Physics and interaction

TermPlain explanation
CollisionInteraction between physical shapes, such as a character and floor
ShapeGeometry used by physics, which may differ from the visible model
StaticBodyA stationary physics body for a floor or wall
CharacterBodyA character body whose movement is controlled by code
RigidBodyA body simulated by physics, including forces, impulses and collisions
VelocityChange in position per unit of time
Input ActionA named command such as jump, bound to keys or a controller
SignalAn object's event notification, such as a button's Pressed

Code and distribution

TermPlain explanation
ScriptA file defining object behaviour in code
ClassA definition of an object type, its data and methods
PropertyA value that can be read or changed
MethodA named action callable from code
APIThe available types, properties and methods used to work with the engine
SDKTools and packages for developing and building code
BuildCompiling C# into an assembly the application can load
DeltaElapsed seconds since the previous corresponding frame or physics step
ExportPreparing an application and resources to run without the editor
Export TemplateThe prebuilt engine executable for a target platform
PostProcessProfileImage-effect resource assigned to a camera or volume
OverrideCheckbox that allows a profile to supply a specific parameter
VolumeProfile-blending zone whose influence depends on camera, weight and mask
TerrainHeight surface with regions, materials and editing tools
VoxelA value inside a volume; a mesher builds geometry from the data
ViewerRequests voxel areas around a player or camera
SharpGraphVisual behavior description that generates C#; stored as .rsg
DeferredG-buffer renderer with clustered lighting and no MSAA
Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
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