Glossary
World
World is another name for a game. Each game is its own "world".
Maps store the block data of a world - where each block is, its shape, type, and any other data each block may have. They do NOT save entities. A world can have multiple maps, but only one can be loaded at a time.
Chunks are cube-shaped regions of the map that contain blocks. By default, the size of a chunk is 16x16x16 blocks.
Blocks are static (non-moving) map geometry that live inside chunks. Creators build games using blocks. I like to build brown blocks with Minecrap.
Props are 3D models that can be placed in the world. They are a special type of block.
Entity
Entities are objects that are free to move around the world.
Rigid bodies are physics objects that can tumble around and react to forces and impulses (such as gravity or a car crash).
RBChunks (rigid body chunks) are the result of normal blocks unsnapping from the map grid and becoming rigid bodies. To put it simply, they are physics blocks.
Vehicles go vroom vroom skeet skeet.
Items are a type of entity you can hold in your hand and use. When used, an item might allow you to place blocks, shoot other players, or do something really epic.
Projectiles are typically bullets shot from ranged weapon items.
Players need no explanation.
Mods
Mods are pieces of code that are modular and separate from the engine. They can be enabled by importing or including them in the world script.
World scripts are the source code of games made within the engine. The script serves as the entry point to the game server, meaning that the host machine (and only the host) will execute it upon loading the world. The world script can contain mods and custom game logic.
Generators are scripts that procedurally generate maps. They compute which blocks are in any given chunk.
Defs (short for definitions) are used to define extra content that can be added to the game, such as blocks or entities.
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