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Glossary

This glossary contains definitions of key terms used throughout the project.

  • ECS (Entity-Component-System): An architectural pattern used to organize game objects. Entities are IDs that hold components, which define the properties and behavior of the entity. Systems act on entities with specific components.
  • Component: A piece of data associated with an entity (e.g., position, velocity, health).
  • Entity: A unique identifier representing a game object.
  • System: A process that acts on entities with certain components.
  • UDP (User Datagram Protocol): A connectionless network protocol used for fast communication between clients and the server.
  • Event: A message that communicates a player action (like movement) or a game state change between the client and server.