Shared language

Glossary

Abyssal Engine uses a small set of precise terms so assets, runtime systems, and editor tools stay understandable.

Actor

A live world object with Transform, hierarchy, Components, tags, and lifecycle state.

Asset

Durable project-owned authored content, such as Mesh, Material, Fragment, or Scene data.

Base Mesh

A built-in reusable mesh primitive used as authoring source content in Wings Assembler.

Component

A live runtime behavior object attached to an Actor.

ComponentDefinition

Serializable authored intent used to create a live Component later.

Construct

A gameplay identity assembled from fragments and configured by runtime systems.

FragmentAsset

A reusable physical module or assembly saved by Wings Assembler.

MaterialAsset

Project-owned ReflectionLit appearance data.

MeshAsset

Geometry source data, either built in or imported.

PlacedFragmentInstance

One scene placement of a reusable FragmentAsset, with its own transform.

Project

The disk home that owns assets, scenes, settings, and future content.

SceneAsset

A saved map file containing placed Fragment instance records.

Wings Assembler

The editor mode for building FragmentAssets from mesh nodes, pivots, materials, and component definitions.

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