- 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.
- Baseline
- The recorded measurements of a Reference scene on one adapter: the reference machine, where Budgets are judged against it, or CI's lavapipe, where only its counters are judged.
- Budget
- A numeric limit on one metric of a Reference scene (CPU ms, GPU ms, GPU memory, Input latency) that a change must not regress.
- Instance
- One Renderable's data on the GPU: its World transform, as an Anchor plus an f32 offset, its Mesh, and the Material ID that overrides its Mesh's Materials, if any, in a slot of the Instance buffer that the Renderable keeps while it is one.
- Moving Instance
- An Instance whose entity the fixed schedule moves, so the entity carries its previous World transform.
- Renderable
- An entity that has a Transform and a Mesh Handle, and optionally a Material Handle that overrides the Materials of its Mesh's Primitives.
- Mesh
- An ordered list of Primitives that are rendered together.
- Primitive
- One contiguous range of a Mesh's vertices and indices.
- Meshlet
- A small group of one Primitive's triangles, bounded in vertex and triangle count, that the GPU draws as a unit and can cull as one.
- Material
- The appearance of a Primitive: PBR factors plus one Layer per Channel.
- Placement
- One Mesh Asset positioned inside a Chunk.
- Chunk
- A fixed-size vertical column of the Game world, addressed by integer coordinates, that loads and unloads as a unit.
- Blob
- One cooked Asset's bytes, named by their content hash.
- Cooked cache
- The store of Blobs plus the index from Asset ID to Blob.
- Asset ID
- The stable name of an Asset, derived from its source file's GUID, or a procedural Reference scene's name.
- Tick
- One fixed step of the simulation, 1/64 s; rendered frames draw a blend of the two newest Ticks.
- World transform
- Where an entity sits in a Game world: its Transform composed with every ancestor's, in f64.
- Froxel
- A cell of the view frustum, bounded in screen space and depth, that holds the list of lights reaching it.
- Frame stats
- What one frame cost, measured by the engine itself.
- Render switches
- The variants a Renderer is created with and keeps.
- 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.
- SplitMix64
- Vigna's fixed-increment version of Steele, Lea and Flood's SplitMix generator: a state that grows by a fixed odd constant each step, returned scrambled; town hashes with one step.
- Random value
- In town.rs, a number from 0 up to 1 that
random hashes from a column and row, a choice and an item.
- Choice
- What a random value decides, from a park to a bird; the value hashes it by its position in the enum.
- Hermite curve
- The cubic curve fixed by a position and a velocity at each of its two ends.
- 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 top-level acceleration structure over every static Instance whose Mesh rays trace, each placing its Mesh's BLAS and tagged with its slot.
- Dynamic TLAS
- The top-level acceleration structure over the Moving Instances, at most 10,000 of them, rebuilt every frame; town's birds fill it.
- Hi-Z pyramid
- Ever smaller copies of the frame's depth, each texel the farthest beneath it, that culling tests bounds against.
- Packed index
- One u32 of the frame's draw: a Meshlet record in its high bits, a vertex within that Meshlet in its low bits.
- Lit pass
- The pass that shades each pixel at depth equal after the depth pre-pass, reading each light's shadow from the shadow mask.
- Shadow mask
- A bit per light at each pixel, set where that light is hidden from the surface the pixel's nearest sample shows, by the surface itself where it faces away or by what its shadow ray finds, in the order the lit pass sums the pixel's lights, up to 59 of them.
- Late-Z
- Testing depth after the fragment shader has run, as a GPU must for a shader with side effects that does not ask for the test early.
- Hidden-surface removal
- On a tile-based deferred GPU, working out the frontmost fragment at each pixel before shading, so only it shades.
- Light count pass
- Part 1's compute pass that counts, at each lit pixel, the point lights listed and those reaching it.
- Listed, reaching
- Lights a pixel's Froxel lists, and those of them whose range contains the pixel's surface point.
- Cramer's rule
- Solving linear equations as ratios of determinants; for three, with cross products and one dot product.