diff --git a/indigo/docs/10-information/glossary.md b/indigo/docs/10-information/glossary.md index 8f88517c7..a62766442 100644 --- a/indigo/docs/10-information/glossary.md +++ b/indigo/docs/10-information/glossary.md @@ -2,22 +2,82 @@ ## A +### Asset(s) + +Data to be loaded into you game, such as images, test, sounds, and animations. + ### Automata A type of subsystem used to manage simple autonomous particles. ## B +### Batch + +The `Batch` type is an efficent `List`-like data structure used on most Indigo APIs. + +### Bitmap (Material) + +A `Bitmap` material simply draws textures as-is, according to the needs of the primitive using the material. + +### Blending + +Blending is the process of compositing one layer onto another, and is a combination of the blend mode, and a blend shader that tells the graphics card how to combine the pixels. + +### BlendMode + +The blend mode is the mode that the graphics card should use when compositing on pixel/fragment on top of another. + +### BootData + +The initial data provided to the game, used to 'boot strap' the application. + +### Bounds + +Typically refers to the area that the primitive occupies on the screen. + +### BoundaryLocator + +The `BoundaryLocator` is a tool used to accurately compute the on-screen size of an element. The calculation can be expensive depending on the primitive type. + ## C +### Clip + +A simple animation primitve that loops and animation over time without holding state. + +### Clone + +A cheap copy of a primitive that can be quickly and efficiently drawn to the screen. + +### CloneBlank + +A clone blank is a normal primitive, like a graphic, to be used as the reference data for many clones / copies. + +### CloneBatch + +The concrete method used to draw many copies of a clone blank to the screen. Limitiations are that you cannot change the details, like materials, only the transformation. + +### CloneTile + +A specialised version of cloning that allows you to draw many instances of tiles from a tilemap. + +### Collider + ## D +### Depth + ### Dice A pseudo-random number generator seeded on the current frames running time to facilitate testing and issue reproduction. ## E +### Entity + +### EntityShader + ### Entry point The main interface an Indigo game developer is exposed to when trying to write a game. It is a user friendly game template that constructs the Frame Processor that Indigo needs to run your game, and starts the game engine. @@ -28,6 +88,12 @@ A description of an action that is emitted during a frame and made available to ## F +### FontInfo + +### Fill + +### FrameContext + ### Frame Independence Movement that is adjusted to account for the time elapsed between frames in order to proceed at a consistent rate. @@ -38,10 +104,20 @@ Movement that is adjusted to account for the time elapsed between frames in orde A sample of the current time provided to every frame. All computations are assumed to happen instantly at the time given. +### Generators + +### GLSL + +### Graphic + ## H +### HitArea + ## I +### ImageEffects (Material) + ### InputState The current state of input devices like the keyboard, mouse or game pad. @@ -52,10 +128,24 @@ The current state of input devices like the keyboard, mouse or game pad. ## L +### Layer + +### Line + +### LineSegment + ## M +### Material + +### Matrix3/4 + +### Mutants + ## N +### Noise + ## O ### Outcome @@ -64,8 +154,14 @@ Used to gather state and events that were the result of a frame update. ## P +### Pixel-art + +### Pre-multiplied Alpha + ## Q +### QuadTree + ## R ### Referential Transparency @@ -78,7 +174,7 @@ The ability to reliably replace a function call and arguments, with the result t A part of your game that represents a particular stage like a screen or a level. -### Scene Update Fragment +### SceneUpdateFragment A piece of the final scene to be presented that can be combined with other pieces to form the final scene. @@ -94,22 +190,50 @@ A function that produces a value for given time. Used in procedural animation. A combinator used to manipulate, process, and compose Signals. +### Sprite + +### Spritesheet + +### Stroke + ### SubSystem A small, well encapsulated game that can be combined with the main game. Used to organise sections of you game and to manages tasks and processes in the background. ## T +### Text + +### TextBox + +### TileMap + ### Time Varying Value A value that is updated automatically based on some behavior and the time delta between frames. +### Track + +### Transform + ## U +### Ultraviolet + ## V +### Vector2/3/4 + +### Vertex + +### Viewport + ## W +### WebGL + +### World + ## X ## Y