Glossary
Archetype
Group of Components that define a type. Makes use of LODs.
Client
Allows a User to interact with the World. Connects to Replication Server.
Client connection
An object representing a client connected to the Replication Server. Required for the client messages.
Client message
A message sent to a client connection.
Command
Allows for sending an instruction to an Entity that may be running on a different machine.
Component
Describes a characteristic or aspect of an Entity.
Connected Entity
An Entity that is connected to another Entity through a parent-child relationship. Connected Entities are subject to their parent's LiveQuery, i.e. they are replicated only if their parent is.
Entity
A networked GameObject.
LiveQuery
Allows the Client to specify a subset of the World to receive updates from. Acts as a filter to exclude updates on less relevant Entities that could otherwise result in undesired latency.
LOD
A partial representation of an Archetype. Allows for specifying priorities of components within an Archetype.
Key-value store
The key-value store provides a simple persistence layer for the players. The key-value store matches a short key (identifier) to a specific value (data payload) held in a simple, unstructured database. There are no limits to the total number of key/value pairs as long as the total size stays under 256KB.
Multi-Room Simulators
Multi-Room Simulators are Room Simulators which are able to simulate different Game Rooms at the same time.
Protocol Code Generator
Generates the client schema source file (e.g. schema.cs) that automatically handles serialization/deserialization of networked GameObjects and commands.
Replication Server
Replicates the state of the world to the connected Clients and Simulators.
Rooms
Short-lived multiplayer environments for dozens of players. Perfect for quick session-based matches.
Simulator
Responsible for simulating a subset of the Game World. Connects to Replication Server through which the state gets replicated to Clients.
Worlds
Long-lived and permanent multiplayer environments for thousands of players. Best suited for MMO types of games.
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