Project Glossary¶
Use this glossary of AeroBeat specific terms to help align our work.
| Term | Definition |
|---|---|
| BeatData | The Resource defining a single gameplay object (timestamp, lane, type). |
| Measure | A unit of musical time (4 Beats). |
| Lane Index | Integer representing horizontal position when playing in Track View. Range depends on Gameplay (e.g., 2 for Boxing, 4 for Step). |
| Hit Window | The timeframe (±ms) where a hit counts as valid. |
| Provider | A script that bridges Hardware Input to Game Logic. |
| Strategy | A script that swaps logic implementations (e.g., Portal vs Track view). |
| Tool | A reusable service or singleton manager (e.g., API, Analytics) independent of gameplay logic. |
| Atom | A base UI element (Button) in the UI Kit. |
| Session Context | Immutable rules of the round (Song, Difficulty). Synced once. |
| User State | Mutable player data (Score, Health). Replicated frequently. |
| Remote Athlete | A networked opponent visualized via a customizable Avatar. |
| Authority | The peer responsible for calculating specific logic (e.g., Local Client for Hits). |
| Track View | 2D visualization where targets rise from bottom to top (DDR style). |
| Portal View | 3D visualization where targets fly towards the player from the portals origin (VR style). |
| Skin | A visual replacement for a gameplay object (Gloves, Bats, Targets, Obstacles). |
| Avatar | A 3D character model representing the player or coach. |
| Cosmetic | An accessory attachment for an Avatar (Hat, Glasses). |
| Environment | The 3D level geometry and lighting surrounding the gameplay. |