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 Live Query, i.e. they are replicated only if their parent is.

Entity

A networked GameObject.

Live Query

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.

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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