Actor
A live world object with Transform, hierarchy, Components, tags, and lifecycle state.
Shared language
Abyssal Engine uses a small set of precise terms so assets, runtime systems, and editor tools stay understandable.
A live world object with Transform, hierarchy, Components, tags, and lifecycle state.
Durable project-owned authored content, such as Mesh, Material, Fragment, or Scene data.
A built-in reusable mesh primitive used as authoring source content in Wings Assembler.
A live runtime behavior object attached to an Actor.
Serializable authored intent used to create a live Component later.
A gameplay identity assembled from fragments and configured by runtime systems.
A reusable physical module or assembly saved by Wings Assembler.
Project-owned ReflectionLit appearance data.
Geometry source data, either built in or imported.
One scene placement of a reusable FragmentAsset, with its own transform.
The disk home that owns assets, scenes, settings, and future content.
A saved map file containing placed Fragment instance records.
The editor mode for building FragmentAssets from mesh nodes, pivots, materials, and component definitions.