Glossary
Concise definitions of editor and API terminology.
Projects and objects
| Term | Plain explanation |
|---|---|
| Project | Your game's folder, including settings, code and source assets |
| Entity | An object in Reckfell's hierarchy with a lifecycle; its concrete type determines its capabilities |
| Hierarchy | A tree of parent-child relationships between objects |
| Parent | The object another object is attached to |
| Child | An object attached to a parent |
| Scene | A saved tree used as a level, screen or complete space; .rscene |
| Prefab | A saved reusable tree, such as a door; .rprefab |
| Instance | A specific object created from a prefab template |
| Override | A local change relative to a template; in C#, the word also refers to replacing a base-class method |
| Resource | Data used by objects, such as a material, texture, mesh or saved tree |
| UID | An identifier that helps preserve resource identity when moved through the editor |
Images and space
| Term | Plain explanation |
|---|---|
| Transform | An object's position, rotation and scale |
| Local coordinates | Position relative to the parent |
| Global coordinates | Position relative to the world |
| Mesh | Surface geometry made from vertices and faces |
| Material | Describes a surface's appearance and response to lighting |
| Texture | An image holding color or other surface data |
| Renderer | The subsystem that produces images |
| Viewport | An area the engine renders into |
| Camera | Determines the viewpoint shown by the game |
| FPS | Displayed frames per second |
| LOD | Reduced visual detail at a distance to lower workload |
Physics and interaction
| Term | Plain explanation |
|---|---|
| Collision | Interaction between physical shapes, such as a character and floor |
| Shape | Geometry used by physics, which may differ from the visible model |
| StaticBody | A stationary physics body for a floor or wall |
| CharacterBody | A character body whose movement is controlled by code |
| RigidBody | A body simulated by physics, including forces, impulses and collisions |
| Velocity | Change in position per unit of time |
| Input Action | A named command such as jump, bound to keys or a controller |
| Signal | An object's event notification, such as a button's Pressed |
Code and distribution
| Term | Plain explanation |
|---|---|
| Script | A file defining object behaviour in code |
| Class | A definition of an object type, its data and methods |
| Property | A value that can be read or changed |
| Method | A named action callable from code |
| API | The available types, properties and methods used to work with the engine |
| SDK | Tools and packages for developing and building code |
| Build | Compiling C# into an assembly the application can load |
| Delta | Elapsed seconds since the previous corresponding frame or physics step |
| Export | Preparing an application and resources to run without the editor |
| Export Template | The prebuilt engine executable for a target platform |
| PostProcessProfile | Image-effect resource assigned to a camera or volume |
| Override | Checkbox that allows a profile to supply a specific parameter |
| Volume | Profile-blending zone whose influence depends on camera, weight and mask |
| Terrain | Height surface with regions, materials and editing tools |
| Voxel | A value inside a volume; a mesher builds geometry from the data |
| Viewer | Requests voxel areas around a player or camera |
| SharpGraph | Visual behavior description that generates C#; stored as .rsg |
| Deferred | G-buffer renderer with clustered lighting and no MSAA |
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