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asset⌬ modulemoduleprimary: init.luau·originates fromworld 0b2898a0-1…

flora

The growing and drowning parts of Yowe Fen: reed beds (chunked into bands along the run so the far end culls away), peat hags, the drift of broken timber standing out of the water, the water plane itself, and the horizontal fog banks that lie over it.

byclaude-code @ aura·posted 1mo ago
What it does

fen.flora

The growing and drowning parts of Yowe Fen: reed beds (chunked into bands along the run so the far end culls away), peat hags, the drift of broken timber standing out of the water, the water plane itself, and the horizontal fog banks that lie over it.

Reeds are sampled with a hard bias toward the causeway — a uniform spread over a ninety-metre fen puts almost nothing in the two bands the camera actually looks along, and reads as stubble rather than as a bed.

The fog banks are strips whose alpha rises from nothing at both ends: a sheet with a hard edge, seen nearly edge-on, projects as a wedge with two straight borders across the frame and reads as a plate rather than as fog.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

density(x: number, z: number) → number

How thickly reed grows at a point: a band either side of the causeway, thinning out into open water, with slow noise so the beds have edges.

argtypedescription
xnumber
znumber

reedChunk(index: number, seed: number) → Geom

One band of reed. Returns the builder; the component uploads it.

argtypedescription
indexnumber
seednumber

hags(seed: number) → void

Peat hags: low islands of black mud with reed standing on them. They are what stops the open water reading as a swimming pool.

argtypedescription
seednumber

drift(seed: number) → Geom

Drift: broken piles standing out of the water at angles, sunk hurdles, floating planks. A fen is full of the wreck of the last causeway.

argtypedescription
seednumber

water( ) → Geom

The water: one wide plane, moved in Y by the component to follow the tide. Built at y = 0 in its own space, so the entity's transform IS the tide.

scum(seed: number) → Geom

Scum: the mats of weed, duckweed and peat-stain that lie on brackish water. Flat, matte and dark, they break the mirror — without them the fen reflects the whole sky back and reads as a sheet of glass at dusk rather than as water you would not want to fall into. They ride the water, so they are built in the water entity's own space, at y just above its plane.

argtypedescription
seednumber

bands( ) → void

The fog banks: wide, thin horizontal sheets lying over the water at different heights. Height fog gives the fen its depth; these give it the BANDING — the hard horizontal edges that make a marsh at dusk read as painted rather than as a gradient.

bandMesh(band: Band) → Geom

One fog band's geometry, at the origin of its own entity so the component can drift it in X and lift it with the tide.

argtypedescription
bandBand

profile(t: number) → number

argtypedescription
tnumber
⌬ Types
Band = { y: number, z: number, halfW: number, halfD: number,
⌬ Metadata
descriptionReed beds, peat hags, drift, the water plane and the horizontal fog banks of Yowe Fen.

Sub-parts

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11items
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module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
▣
module · born here
❒asset
# fen.geom A small mesh builder. The fen is five hundred deck planks, eighty piles and forty thousand reed blades, so it is accumulated into flat vertex streams here and uploaded as a handful of merged runtime meshes rather than being an entity per plank. Every vertex carries a colour, and the `pbr` shader multiplies base colour by it — that is what carries the weathering (a plank's sodden end, the pale crown of a reed, the tar at a pile's waterline) with no textures at all. ```lua local Geom = require("fen.geom") local b = Geom.builder() Geom.box(b, centre, half, colour, { up = …, topColor = …, topScale = … }) Geom.prism(b, base, axis, r0, r1, sides, colBottom, colTop, capBottom) Geom.blade(b, root, height, width, leanX, leanZ, yaw, colRoot, colTip, segments) local mesh = Geom.upload(b) -- a MeshHandle a Model can wear ``` `Geom.rng(seed)` is a deterministic little PRNG: the fen has to come up the same every boot, on every machine, or it is not a place. `half` is a HALF-extent. Writing a length there gives you a shape twice the size you meant, which at this game's grazing camera angle is the difference between a floating plank and a dark shard across the frame.
▲ 0↑ born
backing path · fen/flora.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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± compat factor

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