Part V — Glossary Term Meaning (plain) Voxel A single cell in the 3D grid — empty, or holding one block. Block A voxel that exists: a material + shape + rotation (+ height, planned). Chunk A 16×16×16 group of voxels; maps are made of chunks. Column The stack of voxels at one grid position; terrain is columns. Surface A place a unit can stand, with an exact height. Material What a block is made of (grass, lava, water, wall…), named in the catalog. Shape The geometry a block occupies in its cell (full, half, slab, slope, wedge…). Height The fractional amount of a cell a block fills (planned per-voxel). Registry / catalog The append-only list of materials, referenced by index. Codec The code that packs/unpacks map files ( .vmap). Schema The version number of the file format. Facts What the map stores: material, shape, rotation, height. Rules layer The modules that judge facts: passability, cost, hazards, mobility. Move budget The move points a unit has; each tile costs some. Movement bubble Every tile reachable within the move budget (FFT's movement range). Hazard A material that damages or affects a unit standing on it (lava, poison…). Trait A unit property that changes movement rules (float, fly, swim). Status A temporary effect on a unit (slow, stop, immobilize, wet…). RAW view The literal-data view of the map; the truth view. RENDER view The game-look view (smooth, lit, cosmetic). Path The ordered list of tiles a unit walks to reach a destination. Affinity A unit's damage multiplier for an element (0 immune, 2 weak, negative absorbs). Charge Time (CT) The clock that schedules turns: a unit acts when its CT reaches 100. Commit One ordered state change in the match log — a move, an action, a map edit. Commit log The append-only, sequence-numbered stream every client replays. Element One of the eight damage types (fire, ice, lightning, water, wind, earth, holy, dark). Line of sight Whether a straight line between two units is unblocked by solid terrain. Ruleset version The hash of rule data a match pins; clients that differ refuse to join. Simulation seed The seed driving the match's deterministic RNG. Tick One step of the global clock; CT and scheduled events advance per tick. Deterministic RNG The seeded PRNG used for all gameplay randomness. Snapshot A full capture of a match (ruleset, seeds, map, units, RNG, turn state) for reconnect. Mirrored to the wiki by tools/sync_wiki.py. Canonical source: this file.