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.