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Glossary

Term Meaning in Ludus
Engine checkout The source repository used to develop Ludus and run its trusted tools
Build host Machine running the Editor/compiler/build tools; it can differ from the game target
Compiled target OS, CPU and data model selected by the compiler for a translation unit; see platform targets
Runtime capability Confirmed feature/limit of a live subsystem session, not a conclusion from its compiled target
SDK Installed engine headers, libraries and build metadata for a compatible target/flavor/toolchain
Project descriptor ludus.project.json, the game's saved engine/build/launch intent
Release lock Exact release-oriented selection; local development may use a separate ignored override
Local settings Machine paths and owned preset data, kept outside committed portable intent
CMake preset Named configure/build/test settings; selectable presets are the ones a user/tool can actually invoke
Build profile/flavor Debug, Development, Profile or Release policy and compatible build/SDK inputs
Draft Edited state that has not yet been successfully saved/published
Staging A private temporary result verified before publication to its destination
Source document Persistent authored data such as an audio definition or preferences layer
Runtime snapshot Copied state from a running host/session, independent of a source-document save
Logical resource ID Stable content identity resolved through a catalog, rather than a transient runtime handle
Borrowed string view Counted bytes without retained ownership; the source must remain alive and its storage valid
Shared string Immutable bytes whose allocation is retained by copied SharedString handles
Interned name Exact spelling deduplicated within one table; NameId includes its process-local table token and index
String index An index meaningful only with its enclosing table or dictionary owner
Fingerprint A hash of specified bytes; equality does not establish unique identity or authenticate content
RHI Rendering Hardware Interface, the engine's graphics backend boundary
GameHost Runtime host for supported game-module and Play workflows
S1 / S2 Editor milestone names: workspace shell, then document interactions/undo

Continue with architecture, project setup or the editor workspace.

For ownership, byte/text boundaries and hash policies, see strings and hashing.