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asset⌬ componentcomponentprimary: init.luau·originates fromworld cdb1d8f5-d…

Armies

The two armies of the Kessrel Line as they are seen. Ten hardware-instanced populations — six castes and four effect channels — stand over the `kessrel.units` GPU table the sim writes, and two compute passes a frame turn that table into world matrices and per-copy shader lanes. T…

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

game.crowd.Armies

The two armies of the Kessrel Line as they are seen. Ten hardware-instanced populations — six castes and four effect channels — stand over the kessrel.units GPU table the sim writes, and two compute passes a frame turn that table into world matrices and per-copy shader lanes. Twenty-five thousand drawn copies, no entities, and the values never touch the CPU.

Mounted by the scene entrypoint on mount_crowd. status() reports which castes are on their generated body and which fell back to a proxy, and what each was scaled to; rebuild() stands the populations up again after a body is regenerated; retune() re-sends the per-population config after a field changes.

Interface

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

conforms to

zero/source-extract/v2

game.crowd.Armies — the two armies of the Kessrel Line, as they are seen. Three thousand troopers and seven and a half thousand Vesh are drawn here, and not one of them is an entity. The sim writes every unit's position, heading and state into one GPU buffer (`kessrel.units`); this component stands ten hardware-instanced populations over that buffer and dispatches two compute shaders a frame that turn it into world matrices and per-copy shader lanes. The values never touch the CPU, which is the only reason ten thousand bodies and twenty thousand pieces of tracer fire cost a handful of draw calls. unit_pose one dispatch per caste: the body's transform and its lanes unit_fx four dispatches: tracers, muzzle bloom, ichor, dust Everything that differs between those ten dispatches travels in a per- population CONFIG BUFFER, not in the shader's `params:`. A shader's params are one uniform shared by every dispatch of that shader within a frame, so ten setParam-then-dispatch pairs all read whichever setParam ran last: the first attempt at this posed all six castes as titans and left every other slot parked, while every dispatch reported success. `t` is the one value they genuinely share, so it is the one thing left in params. The bodies are generated from the reference images under /zero/source/design/refs/ and scaled here to `K.UNIT_HEIGHT` off their own bounds, so a caste's real size comes from the spec rather than from whatever the generator happened to produce. Every caste also has a proxy built from boxes in `game.crowd.geom`, and the population draws the proxy wherever the generated mesh is not resolvable — an army of slightly blockier skitters beats an empty canyon.

popFor(id: string, kind: string, alien: boolean) → Pop

argtypedescription
idstring
kindstring
alienboolean

materialFor(id: string) → any

An asset reference has to be a STATIC identity literal — a computed one cannot be statically pinned, so content using it cannot be published. That is why these are ten branches rather than one interpolated string.

argtypedescription
idstring

generatedFor(kind: string) → any

argtypedescription
kindstring

proxyFor(kind: string) → any

argtypedescription
kindstring

buf(name: string, elem: string, len: number, readback: boolean) → any

argtypedescription
namestring
elemstring
lennumber
readbackboolean

parked(n: number) → void

A population's slots all parked under the floor, so a frame drawn between the registration and the first dispatch is an empty canyon rather than ten thousand bodies stacked on the origin.

argtypedescription
nnumber

writePoseCfg(p: Pop) → void

argtypedescription
pPop

writeFxCfg(f: Fx) → void

argtypedescription
fFx

fitFromBounds(p: Pop, minY: number, maxY: number) → void

argtypedescription
pPop
minYnumber
maxYnumber

runtimeMesh(geo: any) → any

argtypedescription
geoany

fitFromGeometry(p: Pop, geo: any) → void

argtypedescription
pPop
geoany

buildMeshes( ) → void

dropDraws( ) → void

register(id: string, count: number, mesh: any, shadows: boolean, layer: string?) → boolean

argtypedescription
idstring
countnumber
meshany
shadowsboolean
layerstring?

registerAll( ) → boolean

drawingCount( ) → number

A population the renderer REFUSED still answers `instanceInfo`, so the only surface that tells the truth is the material identity table: it lists a population when it is actually drawing one.

stepBuild( ) → void

dispatchAll( ) → void

attachUnits( ) → void

The unit table is the sim's to create. Asking for it under the SAME shape hands back the one that is already there, contents and all, so the two slices agree on one buffer whichever of them reaches it first.

start( ) → void

awake( ) → void

step(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

status( ) → any

What the crowd slice is doing right now: which castes are drawing their generated body and which fell back to a proxy, how many populations the renderer reports, and the scale and lift each caste was fitted to.

rebuild( ) → void

Stand the populations up again from the top — re-measure every body, re-upload it, and re-register the draws. Use it after regenerating a caste's mesh or changing a tuning field.

retune( ) → void

Re-send every population's config block without rebuilding the draws — the call to make after changing gait, fireRate or the tracer fields.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

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# game.crowd.geom The geometry the crowd slice builds for itself: the streak a tracer is drawn as, the blob a muzzle flash, an ichor burst and a puff of dust are drawn as, and a proxy body for each of the six castes. Every proxy stands on y = 0, faces +Z and is one metre tall, so the crowd scales it by `K.UNIT_HEIGHT` and gets the caste's real size with no per-mesh fudge. The proxies are what the populations draw wherever a generated body cannot be resolved.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
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# unit_fx Poses what the battle throws off, from the same unit table the bodies come from: the white-hot tracer leaving a firing trooper's muzzle and travelling up the canyon, the bloom at the barrel on the frame the round leaves, the cyan-green burst a Vesh comes apart in, and the ochre cloud a brute or a titan walks in. One `mode` per population, read from that population's `cfg` buffer, so a single shader and four buffers cover all four. Only a share of rounds throw a visible streak, rationed by a hash over which shot it is: every trooper drawing one at once is a wall of light with no line under it.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# unit_pose Poses every soldier and every Vesh on the Kessrel Line on the GPU, one thread per unit. It reads the `kessrel.units` table the sim writes each tick — two `vec4` a unit carrying position, heading, caste, state, state age and a fixed seed — and writes the world matrix each hardware-instanced copy is drawn from, together with the four `vec4` shader lanes its material reads. One dispatch per caste. Everything that differs between those dispatches travels in a three-`vec4` `cfg` buffer of that caste's own, because a shader's `params:` are one uniform every dispatch of the shader shares within a frame; only the clock, which they all agree on, is left there. The pose is the whole performance: a gait that bobs and rolls on each unit's own phase, a lean into the run, a recoil kick on the frame a rifle fires, a lunge when a Vesh is in contact, and a fall that pitches a dying body onto the dust and sinks it before the slot empties. A dead slot is zero-scaled and parked far under the floor.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# game.crowd.standin A battle written into `kessrel.units` by the crowd slice itself, for the frames when no sim is writing one: ten regiment blocks formed across the line and a tide pouring down the canyon from the Maw, or — in `heroes` mode — one of each caste alone in clear ground. It is off unless something turns it on, and it stands down the moment `K.battle.running` goes true, because the sim's table is the real one and two writers would fight over every record.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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backing path · game/crowd/Armies.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
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