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Glossary

A comprehensive glossary of terms used throughout the AstraWeave documentation.

A

Action
The final stage of the AI loop where an agent executes planned behaviors through validated tool calls.
Admonish
An mdBook preprocessor for creating callout blocks (warnings, notes, tips).
Agent
An AI-controlled entity in the game world with perception, planning, and action capabilities.
Arbiter
The AI system responsible for validating tool calls and ensuring agents can only perform sanctioned actions within game rules.
Archetype
In ECS, a unique combination of component types. Entities with the same components share an archetype for cache-efficient storage.
Asset Pipeline
The content processing workflow that converts raw assets (textures, models, audio) into engine-optimized formats.

B

Batch Executor
A system for grouping multiple LLM inference requests to improve throughput.
Behavior Tree
A hierarchical AI decision-making structure where nodes represent conditions, actions, and control flow.
Blackboard
A shared data structure for AI agents to read and write state information.
Biome
A terrain zone with distinct environmental characteristics (forest, desert, etc.).

C

Character Controller
A physics component that handles player/NPC movement with collision detection.
Clustered Lighting
A rendering technique that divides the view frustum into clusters for efficient many-light rendering.
Component
In ECS, a piece of data attached to an entity. Components contain only data, not behavior.
Core Loop
The fundamental AI cycle: Perception -> Reasoning -> Planning -> Action.

D

Deterministic Simulation
A simulation where given the same inputs, the outputs are always identical. Essential for replay and networking.
Director
An AI system that orchestrates game pacing, difficulty, and narrative events.

E

ECS (Entity Component System)
A data-oriented architecture pattern where entities are IDs, components are data, and systems are logic operating on components.
Entity
In ECS, a unique identifier (typically an integer with a generation counter) that components are attached to.
Episode
In memory systems, a recorded sequence of events that can be recalled for learning.

F

Fixed Timestep
A simulation update rate that runs at a constant interval (e.g., 60Hz) regardless of frame rate.
Frame
One complete update cycle of the game, including input, simulation, and rendering.

G

GOAP (Goal-Oriented Action Planning)
An AI planning algorithm that finds optimal action sequences to achieve goals by searching through possible world states.
Generational Index
An entity ID with a generation counter to detect use-after-free bugs when entities are recycled.

H

HDRI (High Dynamic Range Image)
An image format storing extended brightness values, commonly used for environment lighting.

I

IBL (Image-Based Lighting)
A technique using environment maps to provide realistic ambient lighting.

K

KTX2
A texture container format supporting GPU compression and mipmaps.

L

LLM (Large Language Model)
AI models (like GPT, Llama, Phi) used for natural language understanding and generation.
LOD (Level of Detail)
Rendering optimization that uses simpler geometry for distant objects.

M

Mermaid
A JavaScript-based diagramming tool integrated into mdBook for rendering flowcharts and diagrams.
Mipmap
Pre-calculated, progressively smaller versions of a texture for efficient rendering at different distances.
MRA
Metallic-Roughness-AO texture packing format used in PBR materials.

N

Nanite
Unreal Engine 5’s virtualized geometry system. AstraWeave implements similar techniques for GPU-driven LOD.
A polygon mesh representing walkable areas for AI pathfinding.

O

Orchestrator
The AI component that coordinates multiple agents and manages their interactions.

P

PBR (Physically Based Rendering)
A rendering approach that simulates realistic light behavior using physical principles.
Perception
The first stage of the AI loop where agents observe the game world state.
Planning
The AI stage where goals are decomposed into action sequences.
Preprocessor
An mdBook tool that transforms source files before rendering.

Q

Query
In ECS, a request for entities matching specific component patterns.

R

RAG (Retrieval-Augmented Generation)
A technique combining information retrieval with LLM generation for context-aware responses.
Ragdoll
A physics-based character simulation for realistic death/knockback animations.
Rapier
The Rust physics engine used by AstraWeave.
Rhai
An embedded scripting language for Rust, used in AstraWeave for game logic.

S

Sandbox
An isolated execution environment for AI tool calls, preventing unauthorized actions.
SIMD (Single Instruction Multiple Data)
CPU instructions processing multiple data points simultaneously for performance.
Spatial Hash
A data structure for efficient spatial queries (collision detection, neighbor finding).
System
In ECS, logic that operates on entities with specific component combinations.

T

Tick
One fixed timestep update of the simulation.
Tool
In AI systems, an action an agent can take, validated by the Arbiter.
Tool Vocabulary
The set of actions available to AI agents, each with schema and validation rules.

U

Utility AI
An AI approach where actions are scored by utility functions and the highest-scoring action is selected.

V

Voxel
A 3D pixel, used in terrain systems for destructible/modifiable environments.

W

WGPU
A Rust graphics library providing a cross-platform abstraction over Vulkan, Metal, DX12, and WebGPU.
WGSL (WebGPU Shading Language)
The shader language used with WGPU.
World
The container for all entities, components, and resources in the engine.

See Also