village
Lanternwake itself — the fen village, and the air standing in it.
game.village
Lanternwake itself — the fen village, and the air standing in it.
The whole place is cut in one pass at scene load. village.kit writes every
cottage, the church, the mill, the well and the manor into a single
village.geo builder in world space; the builder merges everything into one
runtime mesh per material and hands back about fifteen of them, so a village of
some thirty-eight thousand triangles costs about fifteen draw calls. Every
number in the layout comes from one seeded stream, so the village is the same
village on every load and on every machine.
Four locations stand at the four Core.SITES positions: the Drowned Mill on
its piers over the cut, the Weeping Well under its thatched frame, Thackeray
Manor behind its gate, and St Brannoc's — whose tower and seventeen-metre
broach spire are the landmark the lane runs at and the camera keeps returning
to.
The other half of the module is the air. vendor/lamp_fog is wired as the
scene's post-process fog and given nine lamps: eight iron gas standards, most
of which have gone out, and the ninth is the player's lantern, driven every
frame from Core.lightAt(). That last uniform is what makes the central dial
visible — hood the lantern and the lane is a cold slate silhouette; raise it
and the fog opens into warm haze around you, which is exactly as much of a
confession as it sounds like.
Two DirectionalLight rows carry the cold half of the picture, because the
scene's own moon is deliberately almost out and fog in-scatter is amber: with
nothing else, the whole village renders brown.
Everything is parented under the Village container and marked temporary.
Village.debug() reports what is standing.
Scoped to this part · feeds back into the world's score.