refactor: move world concepts into engine
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CONTEXT.md
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# Meat Engine
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Meat separates reusable first-person game capabilities from one game's concrete world and creatures.
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## Language
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**Level Definition**:
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A complete engine-shaped input for creating one live Level. Game code produces it from concrete values and definitions; it is not the worker rendering payload.
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_Avoid_: Scene assembly
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**Level**:
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A live playable world created from a Level Definition, including terrain, actors, collision, and rendering state.
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_Avoid_: Map, scene
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**Terrain**:
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A bounded ground surface that can report height at any horizontal world position.
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_Avoid_: Ground mesh
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**Actor Definition**:
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A concrete reusable definition of one moving thing's behavior, representation, transform, and physical presence. Actor instances reference definitions directly.
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_Avoid_: Mob kind, actor kind, type registry
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**Prefab**:
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A concrete reusable definition for static level content, including its geometry and optional physical presence. Placed prefabs reference definitions directly.
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_Avoid_: Prop kind, tree kind, species registry
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**Render Scene**:
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The behavior-free rendering projection of a Level.
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_Avoid_: Level
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