Glossary
- Archetype
- a data structure that contains entities of like composition
- Component
- a data structure representing a property or state of an entity
- Continuous Predicted Simulation
- a networking model where clients run game logic immediately and correct it later if the server data is different
- DAG (Directed Acyclic Graph)
- a graph with no loops (Glom uses DAGs for ordering systems and organizing archetypes)
- Entity
- a 31-bit integer representing a discrete game unit
- Entity Graph
- a graph of archetypes used to update queries when entities change
- Entity Registry
- the part of the ECS that creates and tracks entity IDs
- Hi Bits
- the top 11 bits of an entity ID, used for the domain
- Lo Bits
- the bottom 20 bits of an entity ID, used for the local ID within a domain
- opSeq
- a counter used to ensure that changes are received and applied in the correct order
- Provenance
- the origin of an entity, identifying which agent created it
- SMI (Small Integer)
- a JavaScript engine optimization where small integers are stored more efficiently in memory
- System
- a function that contains logic and runs on entities that match a query
- Transaction
- a group of changes, such as spawning entities or updating components, that are applied together
- World
- the container for all entities and components in a game