Glossary
Sandbox terms explained in one sentence: asset, entity, role, rule, hash, epoch, weight, harvest, draft registry, watchdog and many more.
The vocabulary of the studio, the engine and the platform, in alphabetical order. Each definition links to the page that covers it in detail.
- Asset
- A reusable object of the game: voxel grid, primitive build or imported model. A document holds 96 at most; entities point at them. Learn more
- Boolean operation
- Union, subtraction or intersection of a primitive with the pieces listed before it in the same bone (
op). Learn more - Claim
- Collecting a settled epoch’s share for a game. The share goes to the game’s current creator, once, and only expires after 90 days. Learn more
- Clip
- A named animation: a duration, a loop and keyframe tracks per part. The runtime picks the clip from the state (idle, move, jump, hit, attack…). Learn more
- Draft registry
- The publishing mode while the contract is not deployed: your wallet signs the game’s hash and the platform lists it with a
d-…id. Learn more - Entity
- A thing placed in the world: an asset (or none, for a marker), a role, a position, a rotation, a scale and parameters. Learn more
- Epoch
- A 24-hour period counted from the contract’s deployment. Plays are counted per epoch, and each finished epoch is settled once. Learn more
- Harvest
- Contract function, callable by anyone, that pulls the token’s creator fees from Pons into the reward vault. Learn more
- Hash (keccak256)
- The keccak256 of the canonicalised document (sorted keys). The same game always has the same hash; it is what goes on-chain and what names the stored file. Learn more
- HDRI
- A high dynamic range panoramic image used as sky and environment lighting. The library offers 28. Learn more
- HUD
- The overlay on top of the game: score, timer, health, lives, coins, messages and chosen variables. Learn more
- Mode
- The kind of game (race, platformer, arena, runner, explore, capture the flag, tower defense): it provides controller, camera and win conditions. Learn more
- Mood
- A preset that applies sky, hour, fog, light, weather and post-processing at once (sunset, neon night, misty forest…). Learn more
- Part
- A rigid piece of an asset, with its pivot and an optional parent. Animation tracks move parts. Learn more
- Pathfinding (A*)
- How enemies and NPCs find their way on a navigation grid, around water and obstacles. Learn more
- Pons
- The Robinhood Chain token launcher where
$SANDBOXwill launch, with the Sandbox contract as creator fee recipient. Learn more - Primitive
- A parametric shape (box, sphere, cylinder, cone, torus, capsule, extrude, lathe…) with a PBR material, the building block of mesh assets. Learn more
- Remix
- A copy of a published game opened in your studio. The document keeps the original game’s id in
meta.remixOf. Learn more - Robinhood Chain
- The blockchain where the game registry, the rewards and the token live. Learn more
- Role
- What an entity does: player start, coin, enemy, door, spawner, turret, waypoint… 23 roles in all. Learn more
- Rule
- No-code logic: an event, conditions on variables, actions. A rule can be set to fire only once. Learn more
- Runtime
- The engine that runs a game. It is the same on the studio’s Test step, on the game page and in previews. Learn more
- SandboxGame
- The type of the JSON document holding a whole game: meta, assets, terrain, entities, rules, variables, game rules, settings, HUD and scripts. Learn more
- Settle
- Settling a finished epoch, once every 24 hours: the operator writes the games, their weights and the amount to share on-chain. Learn more
- Spawner
- An entity that spawns an asset at a regular interval, within a radius, up to a simultaneous maximum and a total. Learn more
- Tag
- A free label put on an entity. Rules and scripts target entities by tag;
*targets them all. Learn more - Template
- A complete, playable game used as a starting point. There are eight; they never count for rewards. Learn more
- Tip
- ETH sent to a game, paid 100 % to its creator. Learn more
- Trigger
- A local entity event (touch, interact with E, stomp) that runs actions, once or every time, with an optional required key. Learn more
- Variable
- A named value (number, boolean or text) read and written by rules, triggers and scripts, and shown in the HUD if you want. Learn more
- Voxel
- A coloured cube in a grid. Voxel assets are grids of 8 to 64 per side with a colour palette. Learn more
- Watchdog
- The mechanism that terminates a stuck script Worker and starts a fresh one with the same scripts. Learn more
- Waypoint
- A path point. In tower defense, waves follow the waypoints toward your base. Learn more
- Web Worker
- The isolated thread where scripts run, with no access to the page, the DOM or the network. Learn more
- Weight
- The measure that splits a 24-hour epoch’s vault: sum over wallets of
min(plays, 10), plus a tenth of anonymous plays capped at 20 % of the signed weight. Learn more