Handles
A handle stores the kind and ID of an engine-owned object. It does not own the object. The object can disappear while the handle remains.
Dispatch
The scripting API validates calls and routes them through the engine host. The host reads or changes the active game state. Keep authored IDs and runtime IDs distinct. Use tests to check invalid handles and unsupported object kinds.
Public documentation
API entries describe the script-facing contract. Engine implementation notes belong here rather than ahead of the call signature. See the API reference for public behavior.