Glossary
Storage and the game box
Section titled “Storage and the game box”| Term | Meaning |
|---|---|
| Component | Game contents you describe with measured size, quantity, and allowed orientations, such as cards or tokens. A regular objects arrangement occupies one required space; it does not create an individual pocket for every object. |
| Component instance | A named copy of a reusable component description that can be assigned separately. The template itself adds no extra contents. |
| Storage requirement | The clear space a component needs, including allowed orientations and allowances. One component can produce several requirements, for example when a deck is split into stacks. |
| Storage group | Requirements you explicitly place together in one compartment: a row, positioned arrangement, stack, or measured mixture of loose pieces. Its members remain identifiable, but the group is assigned as one space. It creates no divider. |
| Compartment | Usable interior space assigned to contents, excluding its floor and walls. |
| Clear dimensions | Usable dimensions inside a compartment. |
| Containment | The physical floor and side walls that hold directly stored contents. Neighboring removable objects cannot stand in for required boundaries. |
| Box envelope | The measured usable interior of the game box, after any declared reserves. |
| Existing closed container | A box already holding contents with its own floor and walls. BGI reserves its outside size and removal clearance, and cuts no panels for it. |
| Outer dimensions | Total space a constructed assembly or existing container takes, including its walls or case. |
See storage and construction for how these objects relate and dimensions and clearances for the measurements.
Layout and construction
Section titled “Layout and construction”| Term | Meaning |
|---|---|
| Assembly | A constructed set of panels and compartments with one design identity. BGI can make a fixed grid or a removable tray. |
| Grid assembly | Compartments made together with a floor, outer walls, and shared straight dividers. |
| Tray | A constructed assembly with its own floor and walls that can be removed as a whole. |
| Layer | An explicitly defined vertical region of the box. Supported manual tray stacks have specified support and removal order; BGI does not choose layer heights automatically. |
| Layout | The arrangement of compartments and assemblies in the game box. This differs from placing flat cut parts on material sheets. |
| Candidate | One suggested arrangement that passed BGI’s design checks and was saved. The normal run builds each retained candidate; you choose which one to make. |
| Panel | A flat material part, such as a floor, wall, or divider. |
| Tab / slot | A projection and matching cutout that join panels. |
The design process explains the decisions from contents to a chosen layout. Automatic layouts, manual layouts, and tray layouts cover the available ways to arrange it.
Cutting and output
Section titled “Cutting and output”| Term | Meaning |
|---|---|
| YAML project file | The editable file describing the game box, contents, material, and layout choices. |
| Kerf | Width of material removed by the laser along a cut. |
| Fit clearance | Intended finished-size difference between joining parts. |
| Toolpath | Line followed by the laser beam’s center after adjustment for cut width. |
| Kerf compensation | Moving the cutting line so the finished part approaches its intended size. |
| Sheet nesting | Placement of flat cut parts on material sheets. |
| SVG | Scalable drawing format used for plans, previews, and cutting files. |
| Bundle | Output folder with drawings, cutting files, build report, and assembly guidance. |
| Manifest | manifest.json in the bundle, listing design dimensions and produced files. |
| Calibration coupon | Small cut sample used to measure the actual material and machine fit. |
See the project file reference for exact YAML fields and material calibration for setting up a sheet and laser.