Glossary
Short meanings for the words these docs use in a narrower sense than everyday English.
Products and authoring
| Term | Meaning |
|---|---|
| AwakeKt | The project. AwakeKt Engine is the runtime these docs describe; AwakeKt Studio is the desktop editor. |
| ECS | Entity component system: a World of entities, the components attached to them, and the Systems that update them. |
| scene document | A *.scene.json file (SceneDocument), loaded by SceneLoader and saved by AwakeKt Studio. See Scene document schema. |
| scene DSL | Kotlin that builds ECS content: world.scene { entity("…") { … } } or app { scene("…") { … } }. |
| component id | The name of a component inside a scene document, such as light or mesh_renderer. See Scene document components. |
| scene runtime | The awake:scene:runtime module: SceneManager, scene sessions, the scene asset library, scheduling. Not the whole scene module family. |
| binding | The two-way link between a component id and an ECS component (SceneComponentBinding). It attaches the component on load and exports it on save. |
| registry | SceneComponentRegistry, the set of bindings a load uses. A component id loads only once its binding is registered. |
| prefab | A reusable node tree (ScenePrefab) with a GUID. A node links to one with prefab_link. |
| extension record | Data in a scene document's extensions array, owned by an extension and kept as written when that extension is absent. |
Rendering
| Term | Meaning |
|---|---|
| render hardware interface (RHI) | The backend-neutral boundary to the GPU. The type is GpuDevice. See Render hardware interface. |
| backend | The layer that translates the render contract to one graphics API: Vulkan or WebGPU. |
| render contract | engine:render:contract: the vocabulary a backend and its callers share. It names no scene content. |
| render passes | engine:render:passes: shared features that turn scene input into ordered GPU work. No Vulkan or WebGPU types. |
| capability | Something a backend can do, such as a depth pre-pass or an optional GpuCapability. |
| content | What is drawn, such as a sky or fog. Content is never named inside a backend. |
| declaration | Saying what an app renders with, independent of any GPU: RenderPlan, ScenePipeline, PipelineSpec. |
| resolution | Turning a declaration into GPU objects on a real device. Each backend does its own. |
| render plan | RenderPlan: the pipelines an app renders with, written once for every backend. |
| narrowing | RenderPlan.narrowedTo(capabilities): dropping what a backend cannot run, and reporting each drop. |
| pipeline | Compiled GPU state: shaders, vertex layout, blend, depth, cull. Described by a PipelineSpec, looked up by a PipelineKey. |
| shader set | ShaderSet: one shader with a half for each backend. |
| vertex format | VertexFormat: a mesh's vertex attribute layout, and the key that matches a mesh to a pipeline. |
| pass | A span of GPU recording with one set of attachments, such as the scene pass or a depth pre-pass. |
| render feature | RenderFeature: one unit of work inside a pass, run in order. |
| clip space | The coordinates a projection matrix outputs. It differs between Vulkan and WebGPU, so GpuDevice.clipSpace reports it. |
| shadow cascade | One slice of the view, from the camera out to the shadow distance, with its own part of the shadow map. |
Physics
| Term | Meaning |
|---|---|
| collision shape | A geometric description used for contacts and ray hits, passed when a body is created. Not a render mesh. |
| heightfield | HeightFieldShape: a collision surface sampled on a square, row-major grid. |
| sensor | A body that detects what passes through it instead of blocking it. |
| capability gap | A shape or query one physics backend cannot run. It throws PhysicsCapabilityException rather than doing something else. |
UI
| Term | Meaning |
|---|---|
| AwakeKt Compose | The awake:compose:* UI runtime. Compose-shaped, but its own engine, not Jetpack Compose. |
| Compose Foundation | awake:compose:foundation: Row, Column, Box, scrolling and layout modifiers. |
| shadcn components | awake:ui:shadcn: themed component recipes built on Compose Foundation. Shadcn* is only the code prefix. |
| game UI | Screen-space UI, drawn by awake:ui:canvas; stored in a scene as canvas_element components (awake:scene:canvas). |
Dp |
Density-independent pixel: a size that looks the same at any screen density. |
| constraints | The minimum and maximum size a parent offers a child during layout. |
| semantics | The meaning of UI for tests and accessibility: ids, roles, labels, bounds. Not pixels. |
Testing
| Term | Meaning |
|---|---|
| golden or baseline | A saved expected image or value a test compares against. It shows output changed, not that it is correct. |
| headless | Rendering without a window, for tests. See engine:render:testing. |
| docs sample test | A test named …DocsSampleTest whose code regions are included in these docs, so every sample compiles and runs. |