A type of subsystem used to manage simple autonomous particles.
A pseudo-random number generator seeded on the current frames running time to facilitate testing and issue reproduction.
The main interface an Indigo game developer is exposed to when trying to write a game. It is a user friendly game template that constructs the Frame Processor that Indigo needs to run your game, and starts the game engine.
A description of an action that is emitted during a frame and made available to the subsequent frame, such as a keyboard event.
Movement that is adjusted to account for the time elapsed between frames in order to proceed at a consistent rate.
A sample of the current time provided to every frame. All computations are assumed to happen instantly at the time given.
The current state of input devices like the keyboard, mouse or game pad.
Used to gather state and events that were the result of a frame update.
The ability to reliably replace a function call and arguments, with the result type and observe no change.
A part of your game that represents a particular stage like a screen or a level.
Scene Update Fragment
A piece of the final scene to be presented that can be combined with other pieces to form the final scene.
A pair of small programs written in GLSL (a C-like language) comprised of a vertex program that tells a graphics card where to place an entity on the screen, and a fragment program that specifies what color to draw each pixel.
A function that produces a value for given time. Used in procedural animation.
A combinator used to manipulate, process, and compose Signals.
A small, well encapsulated game that can be combined with the main game. Used to organise sections of you game and to manages tasks and processes in the background.
Time Varying Value
A value that is updated automatically based on some behavior and the time delta between frames.