Page:
glossary
Pages
Authoring
Debugging
Home
Operations
Protocol
Reference
Runtime
Systems
abilities loadouts and progression
ability rotation and combo planner
active realtime session actor directory
admin actions and internal auth
animation workbench operator guide
aoi snapshot replication
app mode bootstrap and lifecycle
architecture guardrails and module tree tests
asset loading routing and vfs
authored ui surface renderer
authoring command bus and transaction history
authoring reference registry contributor extension contract
authoring reference registry
authoritative audit event schema and projections
authoritative world time calendar and environmental scheduler
bake product registry
build strategy and loadout optimizer
campaign journey and progression simulator
catalog source map and record routing
character gameplay state json store
character paperdoll assets
character stats and equipment modifiers
chat presence and social
client local offline save and bootstrap cache
client local user preferences and account sync
client multiplayer connection flow and session cleanup
client realtime authority store and frame projection
client scene presentation and player preview
client snapshot staging and repair receipts
client ui focus and text input planning
combat action resolution and mob ai semantics
combat presentation cues and transient effects
combat rewards and progression persistence
content dependency graph and scenario playtests
content migration and catalog refactors
control agent api and remote service runner
control panel config and secret persistence
control panel service build invalidation and log normalization
control panel service lifecycle and quality gates
control plane allocation and zone transfer routing
control plane and service ops
control plane route policy and coordination api
control service supervisor manifest and stale process recovery
crafting recipes and service integration
dependency aware content health
deterministic combat balance lab
developer workspace doctor and readiness report
diagnostics provider input lanes and failure isolation
dialogue quest localization handoff
dialogue runtime state and choice authority
duplicate realtime claim takeover
durable retry and session cleanup
durable work queue consumer contract
dynamic world state and scene phasing
editor authored content workspace manifest and cache
editor event console and asset debug dashboards
editor extension and contribution registries
editor scene snapshot lane demand
editor settings registry and workspace presets
editor viewport and world tools
editor workbench and dock
encounter difficulty mutators and reward scaling
encounter instance and wave director
encounter lobby ready check and entry
encounter mechanics and boss timelines
encounter memory persistence
encounter reward eligibility lockouts and pity
enemy archetypes combat kits and encounters
engine report log and recovery routing
environment configuration reference
external engine patterns and boundaries
farming
footstep surface audio materials
forgejo wiki publishing and docs check
game data catalog
game data generated item family adapters
game database schema readiness
game server catalog load health and fallback policy
game server reconciliation and transfer marker cleanup
game server startup readiness and registration
game transport endpoints and quic exposure
gameplay action authority and command audit
gameplay action replay ledger and idempotency
gameplay authority replay fixtures and drift gates
gameplay conditions effects and events
gameplay system slice scaffold
gameplay ui runtime and bevy sync
generated artifact drift and repair
generated artifact registry and quality gate integration
glossary
hotbar hud runtime projection and input
in process zone transfer phase journal
input profiles and keybinds
interactive world map minimap and cartography
internal auth and admin delegation chain
inventory items and stack limit safety
item authoring lifecycle and reference repairs
json catalog hot reload batch and candidate revalidation
legacy compatibility and migration register
local player input control and reconciliation
local playtest and standalone preview
localization extraction and runtime catalog
login account admin repository and cascades
login database migrations and schema contracts
login server auth sessions and character entry
login session cache throttle and revocation
loot table authoring and drop audits
mob animation presentation events and projectile cues
mob encounters and scene combat
movement authority
networking tick health and zone pressure
npc ai schedules and deterministic behavior
npc definition catalog
npc schedules routines and contextual behavior
npc services
npc state memory and interactions
pack export content gate
party composition roles and synergy simulator
passive traits and procs
persistent interactive world objects
placed light runtime budget and preview heatmap
player appearance equipment persistence
player economy authority
player homesteads housing and property auctions
player journal and codex
player navigation tracking and world guidance
player notification inbox authority and delivery
player preview animation profile
player preview debug gizmos and collision overlays
player preview render cache and keyed entity lifecycle
player preview weather masks and effect budget
player snapshot assembly and durable row normalization
post process volume blending and preview overlays
project files import profiles and asset change impact
public endpoint detection and upnp exposure
quality gate jsonl events and panel failure summaries
quest runtime projection and turn in authority
quic reliable stream topology and negotiation
realtime admission throttling and load shedding
realtime bootstrap manifest and snapshot service
realtime bootstrap wire sections and compression
realtime client reconnect journal and command replay
realtime datagram codecs and ingress policy
realtime egress mailboxes and lane scheduling
realtime ingress validation and failure policy
realtime packet debug capture and triage
realtime protocol registry
realtime registry and wire contract
realtime resume ledger record format
realtime rollout policy and compatibility negotiation
realtime runtime profile and transport adaptation
realtime session activation hydration boundary
realtime timebases tick ordering and clock ownership
redis keyspace ttls and cleanup targets
regions points of interest and exploration discovery
relationship reputation gates and service deltas
remote avatar replica binding and interpolation
render surface guard and window safety
runtime actor identity and authority contract
runtime camera arrival and cutscene overrides
runtime debug overlays and developer options
runtime environment registry and startup config validation
runtime path roots and packaged asset resolution
runtime profiling tracy captures and budget gates
runtime scene manifests and zone authoring
runtime ui fonts and localized text presentation
scenario sandbox and timeline inspector
scene audio runtime routing
scene command center and visual graph tools
scene cutscene authoring
scene documents
scene layer schema depth and bands
scene lighting post process and placed lights
scene navigation and collision
scene preview scenario replay cli
scene runtime media weather and camera phases
scene runtime schedule and frame budget
scene trigger authority and reconciliation
scene triggers
scene validation and repairs
service json rpc contracts
service observability and metrics contract
service registry heartbeats drain and shutdown
session handoff and transfer
shared content workspace
shared test fixtures and fixture workspaces
shared validation report schema
source inventory and engine health
standalone account realm and character flow
standalone asset pack and preflight
standalone loading pause death and recovery screens
standalone shell flow and ui lifecycle
standalone ui preview root and transient lifecycle
starter character economy bootstrap
status effects and combat modifiers
story content loop
text asset migration journals and atomic rollback
tiled prefab import and placement
tilemap asset import contracts
tileset atlas preview surfaces
trigger permissions targeting and action pipelines
typed disconnect codes and transport advisories
ui layout binding graph and editor workflow
ui layout
ui skins
validation and bake
validation errors
validation provider registry and strict preflight
vendor stock and shop economy authoring
viewport spatial planning overlays
vscode dev tasks and generated launch profiles
workspace package roles and scoped quality profiles
world entry smoke harness and soak telemetry
world events and scenario director
world gameplay assemblies
world interactions and activity boards
world mechanism and puzzle graphs
world overlay gizmos and culling
world travel waypoints and zone transitions
xtask content gates and plans
No results
1
glossary
forgejo-actions edited this page 2026-07-06 16:45:10 +00:00
Table of contents
Glossary
- Authoring source: editable content that authors change directly, usually through an editor surface or source catalog.
- Bake: the conversion from authoring source into runtime-ready catalogs, manifests, or generated artifacts.
- Game-data catalog: shared authored data for gameplay definitions such as items, crops, rewards, and related runtime references.
- Generated artifact: derived output that should be regenerated by bake instead of hand-edited.
- Runtime catalog: validated data loaded by the client or server during gameplay.
- Server authority: the server-side code path that owns final gameplay decisions for connected runtime sessions.
- Validation report: diagnostics that explain authoring issues before bake or runtime loading.
Related pages: