- TLAS
- Top-level acceleration structure: the GPU's search structure over Instances, each placing a BLAS with its transform.
- BLAS
- Bottom-level acceleration structure: the GPU's search structure over one Mesh's triangles.
- Static TLAS
- The TLAS of every static Instance, rebuilt only in a frame that changes one (#202).
- Dynamic TLAS
- The TLAS of at most 10,000 Moving Instances, those in the lowest slots, rebuilt every frame (#204).
- Moving Instance
- An Instance whose entity the fixed schedule moves, so the entity carries its previous World transform.
- Instance
- One Renderable's data on the GPU, in a slot of the Instance buffer that the Renderable keeps while it is one.
- Slot
- An Instance's place in the Instance buffer; it changes only when its Renderable spawns or despawns.
- Rebuild
- Building an acceleration structure from scratch from its current contents; wgpu-core 30's only update.
- Refit
- Recomputing an acceleration structure's bounds in place, keeping its tree; not in wgpu-core 30.
- PREFER_FAST_TRACE
- The build flag that favours fast tracing over fast building; both TLAS take it, though on Metal wgpu-hal 30.0.1 passes nothing for it.
- Custom data
- A number a TLAS entry carries and a hit reports; Praxis stores the Instance's slot.
- Instance record
- A backend's own form of a TLAS entry: 72 B on Metal, 64 B on Vulkan and DX12.
- Tick
- One fixed step of the simulation, 1/64 s; rendered frames draw a blend of the two newest Ticks.
- Fixed schedule
- The schedule that runs once per Tick and holds everything that changes game state.
- Blend weight
- How far a frame lies between the two newest Ticks; prepare blends moving entities by it.
- PreviousWorldTransform
- The component holding an entity's World transform after the previous Tick; carrying it makes an Instance a Moving Instance.
- World transform
- Where an entity sits in a Game world: its Transform composed with every ancestor's, in f64.
- Anchor
- The integer coordinates of the 64 m grid cell that holds a World position.
- The TLAS frame
- The f32 frame both TLAS share, its origin at the corner of the camera's Anchor in the first Frame data.
- Frame data
- The per-frame collection of changed Instances, lights and camera that the renderer consumes in place of reading the ECS World.
- Frame stats
- What one frame cost, measured by the engine itself; among its counts, the Moving Instances left out of the dynamic TLAS.
- ECS World
- The container of entities, components and resources. A code concept, never the playable space.
- Archetype
- In bevy_ecs, the set of components an entity has; entities of one archetype share a table.
- select_nth_unstable
- Rust's partial sort: the n smallest elements first, in no order, in O(n) time.
- Ray query
- A ray traced inline from an ordinary shader: initialise, proceed, read the committed hit.
- Opaque
- Geometry whose every hit counts; one
rayQueryProceed then completes a traversal.
- Terminator
- The line where a curved surface turns from facing a light to facing away.
- Fog line
- A line under "Not yet specified" on the map issue: known work, not yet a ticket.
- Timestamp query
- A GPU clock reading that a pass writes at its start or end.
- Residency set
- A set of resource allocations that Metal makes resident, GPU-accessible, for the command buffers it is attached to; wgpu makes one for each command buffer that builds or binds a TLAS with entries.
- Capability floor
- The GPU features and limits the engine requires to start. An adapter below it is refused with every gap named; nothing in it has a fallback.
- Budget
- A numeric limit on one metric of a Reference scene that a change must not regress.
- Reference scene
- A Scene paired with a fixed camera path and injected time, so that every run produces the same frames.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.