Glossary
A
Automata
A type of subsystem used to manage simple autonomous particles.
B
C
D
Dice
A pseudo-random number generator seeded on the current frames running time to facilitate testing and issue reproduction.
E
Entry point
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.
Event
A description of an action that is emitted during a frame and made available to the subsequent frame, such as a keyboard event.
F
Frame Independence
Movement that is adjusted to account for the time elapsed between frames in order to proceed at a consistent rate.
G
GameTime
A sample of the current time provided to every frame. All computations are assumed to happen instantly at the time given.
H
I
InputState
The current state of input devices like the keyboard, mouse or game pad.
J
K
L
M
N
O
Outcome
Used to gather state and events that were the result of a frame update.
P
Q
R
Referential Transparency
The ability to reliably replace a function call and arguments, with the result type and observe no change.
S
Scene
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.
Signal
A function that produces a value for given time. Used in procedural animation.
Signal Function
A combinator used to manipulate, process, and compose Signals.
SubSystem
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.
T
Time Varying Value
A value that is updated automatically based on some behavior and the time delta between frames.