Editor glossary

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General Terminology

Bool: A value that is either TRUE (1 in number form) or FALSE (0 in number form).

Component: The main building blocks of objects and entities. Components handle all the different aspects of the specific object, eg one component handles the physics(PhysicsComponent) while another handles audio(AudioComponent). Components contain different properties that can be modified.

Dynamic object: Dynamic objects are objects that react to the in-game physics normally. You can interact with these objects and they are used to make your levels actually truly interesting.

Editor view: Editor view is the view where you can actually edit your level. By default this is the first view you see when you enter a level.

Game view: Game view is the view where you play the game while inside the editor. This functions the same as playing the game normally, with the addition of seeing some of the editor view things. The game view is mainly used to just test out your level.

Layer: Has specific objects and entities assigned to it depending on its name, making it possible to examine only these specific objects at a time and possible. Makes it easier for developers to stay on track of modifying their level, when specific instances are placed on their own "category" layer.

Prefab: A premade collection of objects and/or entitites that can easily be summoned and moved in its entirety. A mofification to the original prefab will make the same changes to all copies of the original prefab as well.

Property: An editable value or list of a component that determines how the component affects the object it's assigned to. More info at Object properties page.

Property connection: A connection between two manually decided properties that contains an input and an output property. The connection essentially makes the value of the output property match the one of the input property every time a change occurs. More info at Triggers and property connections page.

Rope Target: An object that the rope can be attached to. Mainly wooden objects.

Static object: Static objects are the the main building blocks for your levels. They do not react to the in-game physics, so they are usually used to create walls, floors and such.

Trigger: An area or condition that will cause something to happen when activated. Most common triggers are BoxCollectorAreas. More info at Triggers and property connections page.

Terminology related to level design

Editor Terminology

CollisionHelper: A level is made out of multiple collision helpers. These "boxes" allow texture to be interacted with. For example, adding collision helpers to a building model prevent characters, objects etc. from going straight through them.

Error list: Shows the level's current errors/warnings, updates itself instantly when an error occurs. Can be found under View → Error list.

Grid: The grid refers to the white grid you see in the background in the editor. This is mainly used to estimate differences in distance and move objects more securely.

Model instance:

Navigation mesh: Navigation Mesh builds the routes the AI can walk in the level based on various aspects.

Occlusion culling:

Parent/Child: Refers to a way to link objects together in the level. The child follows the parent, making for example moving multiple objects at the same time easier.

Particle resources:

References List:

Resources: All the materials used in the editor.

Scene: Basically your current open map file.

Scene Instance tree: Scene Instance is a tree where you can see all the the instances, objects, entities etc, you have inside your level at the moment. This can be found from View → Scene instance tree.


Type Tree: The type tree contains every type available in the editor, be it an object, prefab or an entity. The Type tree can be found from View → Type tree.