21 lines
1.1 KiB
Markdown
21 lines
1.1 KiB
Markdown
|
|
# Terminology And Engine Language
|
||
|
|
|
||
|
|
## Purpose
|
||
|
|
|
||
|
|
Users often describe systems with game-development slang instead of the editor's exact names. This module helps map that language back into Worldshaper concepts.
|
||
|
|
|
||
|
|
## Common Term Bridges
|
||
|
|
|
||
|
|
- "sprite editor", "painting tool", and "recoloring tool" usually point toward `Graphics Painter`.
|
||
|
|
- "map painting", "brush", and "grid editing" usually point toward `Tile Canvas Tools` and `Layers And Tile Editing`.
|
||
|
|
- "engine", "runtime", or "actual game" usually point toward runtime-facing systems, not just editor windows.
|
||
|
|
- "characters", "actors", and "entities" often cross `Content`, `Rendering`, and `Worlds`.
|
||
|
|
- "map", "grid", and "tiles" can refer to chunk-backed tile placement rather than image editing.
|
||
|
|
|
||
|
|
## Meaning Differences That Matter
|
||
|
|
|
||
|
|
- Painting on the map is not the same as painting an asset.
|
||
|
|
- A tile is usually a world-placement record. A sprite is usually an art asset or entity-facing image record.
|
||
|
|
- A chunk is the storage and streaming unit, not just a visible square on screen.
|
||
|
|
- A runtime request can require editor metadata even if the user only talks about gameplay.
|