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Concepts

Every framework borrows vocabulary from somewhere — vibesmith borrows from established game engines, web standards, React, and the broader gamedev tradition. This section explains the words without assuming you already know what a “scene” or a “prefab” is from another engine.

If you’re coming from Unity / Godot / Unreal / Bevy and want a mapping instead of a first-principles read, Engine patterns has the cross-engine Rosetta. Use that page when you already have a mental model and need the translation.

This page is the other entry point — for complete newcomers and for anyone who’d rather start from the question “what is this and why does it exist?” than from a mapping table.

  • One concept per page. Each entry is short (≤ ~1 screen) and link-out heavy.
  • No assumed engine background. A reader who’s never opened Unity should still be able to follow.
  • Plain language. No “this is just X with extra steps.” Concepts that genuinely simplify into something the reader already knows get said plainly; concepts that don’t, don’t.
  • Cross-linked to the reference docs. Each concept page links to the matching reference entry for the API surface — concepts pages are narrative, reference pages are contract.
  • Scene — what your game looks like at one moment in time.
  • Script — code that runs every frame on a part of the scene.
  • Prefab — a reusable, generative content unit.
  • Snapshot — a saved game state you can launch into.
  • Intent — a player action expressed as data.
  • Signal — a one-way notification between scripts.
  • Recipe — a curated, AI-readable pattern for something hard to generate from scratch.
  • Capability — a thing the framework can do (generate an image, embed text) abstracted over which service actually does it.
  • Provider — a concrete service that implements a capability (ComfyUI, Anthropic, OpenAI).
  • Extension — a panel or feature that plugs into the editor.

Once a concept clicks, jump to its reference entry for the API surface, or to a cookbook recipe for working code.

  • Reference — the per-API contract pages.
  • Cookbook — working code snippets.
  • Engine patterns — the cross-engine Rosetta if you arrive from Unity / Godot / Unreal / Bevy.