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asset⌬ modulemoduleprimary: init.luau·originates fromworld db2c16ac-a…

p_tesla

Part 11 of the Raising Preseed demo (t = 270–295): a tesla coil discharging inside an industrial high-voltage test hall. `preseed.teslahall` builds the environment — steel trusses, gantry crane, transformer bank, capacitor rack, Marx column, catwalk, cable runs, high-bay lamps, w…

byclaude-code @ aura·posted 3mo ago
What it does

p_tesla — DISCHARGE

Part 11 of the Raising Preseed demo (t = 270–295): a tesla coil discharging inside an industrial high-voltage test hall. preseed.teslahall builds the environment — steel trusses, gantry crane, transformer bank, capacitor rack, Marx column, catwalk, cable runs, high-bay lamps, warning beacons, hazard markings — with procedural tes_floor / tes_wall shaders whose analytic lights pulse with every discharge, hemisphere ambient with corner and contact occlusion, and moonlight pooling in from the high windows. The toroid and mast electrodes wear the tes_metal shader: procedural hall reflections (floor bounce, window band, roughness-widened lamp glints) scaled by the analytic EnvBRDF so bare metal reads as metal at night.

Sixteen arcs share one GPU mesh whose vertices the ptes_arcs compute pass rewrites every frame: two standing power arcs into the grounded strike masts, four strikers that leader-grow to the hall's grounded equipment (gantry hook, junction box, Marx electrode, railing, capacitor bus) and hold as re-striking power arcs, two dim violet air streamers, two ground crawlers, four toroid brush-corona fans and two upward connecting leaders rising from the target a striker approaches — plus twenty re-rolling branches. Channel paths are piecewise-linear value noise FROZEN per strike: a dart clock (50–100 ms) re-rolls fine detail and the branch set while the coarse trunk persists and drifts buoyantly upward (banjo), and the whole channel snaps — nothing eases. The tes_plasma shader (additive) layers a white-hot core, present only on attached power arcs, inside a violet nitrogen-emission sheath that carries all the hue; growing leaders reveal their frozen path behind a bright ionization head.

The CPU side (init.luau) runs the per-arc phase machines (off → grow → attach → hold), surges random arcs on the score's stab cues, throws a white-hot spark burst plus slow molten embers at every contact, sprays a fine violet corona off the toroid rim, chases the lingering impact light, browns out the high-bay lamps after big strikes, pulses the red beacons and feeds flash/impact state into the hall and metal shaders. Static topology comes from the one-shot ptes_init pass; per-frame renderer.mesh.update copies the fresh vertices into the drawn slab region (the p_sph scatter pattern).

Interface

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

conforms to

zero/source-extract/v2

preseed/parts/p_tesla.module — DISCHARGE: a tesla coil in an industrial high-voltage test hall (preseed.teslahall builds the environment). Sixteen plasma arcs share one GPU mesh whose vertices a compute pass (ptes_arcs) rewrites every frame: two standing power arcs into grounded strike masts, four strikers that leader-grow to the hall's grounded equipment and hold as re-striking power arcs, two dim violet air streamers, two ground crawlers, four toroid brush-corona fans and two upward connecting leaders that rise from the target a striker is about to hit — plus twenty re-rolling branches. Channels are frozen between re-strikes (dart clock, 50-100 ms) and drift buoyantly upward while held (banjo). Music stabs surge the arcs and snap their endpoints; every attach throws a spark burst, flares the hall shaders, browns out the high-bay lamps and chases the impact light to the contact. The part is a power run-up: the coil enters thin and sputtering and overdrives across POWER_T seconds — width, brightness, strike rate and reach all climb (displacement noise never scales; frozen channels must not breathe). Past OBJ_PW the strikers' target pool grows to include loose props staged around the pad: hits throw sparks, embers, smoke and debris and knock the props over (frozen kinematic bodies go dynamic with a kick), and struck drums cook off — fireball, smoke column, shock ring, blast light and a radial impulse that scatters everything nearby.

power01(t: ?) → void

argtypedescription
t?

arcsSrc( ) → void

claim(name: string, elem: string, len: number, usage: { string }?) → any

Editing this module resets the handles above, so a copy that always allocated would leave the previous one's buffers with nothing holding them and hand the GPU a fresh set every reload — while the ribbon on screen still draws from the old ones. The shader remembers what it made under each name, so a buffer of the right length is taken over and reused; only a changed length allocates, and the old one goes when it does.

argtypedescription
namestring
elemstring
lennumber
usage{ string }?

arcPool( ) → void

topEdge(toward: ?) → void

argtypedescription
toward?

domePoint(az: ?, el: ?, r: ?) → void

argtypedescription
az?
el?
r?

topDist(p: ?) → void

argtypedescription
p?

initArcs(targets: ?) → void

argtypedescription
targets?

restrikeDart(a: ?, dt: ?) → void

dart clock: while a channel holds, it re-strikes every 50-100 ms — fine path detail and the branch set re-roll, brightness pulses, and every so often the channel blanks for a couple of frames

argtypedescription
a?
dt?

driveArcs(ctx: ?, t: ?, dt: ?) → void

argtypedescription
ctx?
t?
dt?

arcActivity(a: ?) → void

argtypedescription
a?

pushParams(ctx: ?, t: ?) → void

argtypedescription
ctx?
t?

buildMast(ctx: ?, rod: ?, ri: ?, mastSteel: ?) → void

argtypedescription
ctx?
rod?
ri?
mastSteel?

add(geom: ?, pos: ?, rot: ?) → void

argtypedescription
geom?
pos?
rot?

tadd(geom: ?, pos: ?) → void

argtypedescription
geom?
pos?

applyHallLook( ) → void

The sky, the sun, the ambient and the clear colour are the ROOM's, not the part's content, and the director may call build up to a second before the cut while the outgoing part is still on screen. Setting them from build paints another part's last second with this hall's midnight. They belong in enter, which is always called at the boundary, and this is where they live.

build(ctx: ?) → void

argtypedescription
ctx?

maps(set: ?, opts: ?) → void

argtypedescription
set?
opts?

put(list: ?, geom: ?, pos: ?, rot: ?) → void

argtypedescription
list?
geom?
pos?
rot?

tubeTo(list: ?, a: ?, b: ?, r: ?, segs: ?) → void

argtypedescription
list?
a?
b?
r?
segs?

phys(name: ?, pos: ?, half: ?) → void

frozen kinematic bodies on box colliders; a hit flips them dynamic with a kick, drums cook off. Invisible static floor + pad boxes give the tumbling props something to land on

argtypedescription
name?
pos?
half?

victim(kind: ?, geomList: ?, matSpec: ?, pos: ?, yaw: ?, half: ?, mass: ?, strikeY: ?, boom: ?) → void

matSpec is { props, textures } — a struck prop is the closest thing to the camera in this part, so it carries the same real surface maps as the hall

argtypedescription
kind?
geomList?
matSpec?
pos?
yaw?
half?
mass?
strikeY?
boom?

drumGeom( ) → void

crateGeom(s: ?) → void

argtypedescription
s?

ladderGeom( ) → void

light(name: ?, pos: ?, color: ?, intensity: ?, radius: ?, shadows: ?) → void

lights: coil flash, roving impact, motivated hall rig (flood, high-bays, beacons, console) and warm service uplights on the coil base

argtypedescription
name?
pos?
color?
intensity?
radius?
shadows?

moonSpot(name: ?, pos: ?, target: ?, brightness: ?, range: ?, angle: ?) → void

The north wall carries six panes at y 16.5, z -19.9, spaced 7 m from x -17.5. `tes_floor` already draws the pools those panes throw on the slab; nothing was throwing the beam that makes them, so the wall, the deck, the gantry and the truss chords above head height had no source at all and read as black. One spot per pane, aimed down-and-in the way the moon actually falls through a window that high, plus two wide shadowless fills riding the truss line so the roof structure has a value to sit at between discharges. Every one is part-local: they light this hall and reach nothing in the parts either side of it. The cone is the entity's own forward, so each pane's spot is spawned, placed, and then AIMED at the patch of slab the floor shader already draws a pool on — `Transform.lookAt` writes the rotation that puts Front on that point, which is the axis SpotLight reads.

argtypedescription
name?
pos?
target?
brightness?
range?
angle?

claimProbes(ids: ?) → void

Probes are registered by `probeId`, and a probe already standing under that id is a leftover from a previous entry: the slot table holds eight, so a part re-entered a few times exhausts it and a LATER part silently gets no probe at all. Claiming the ids means an entry always starts from none of its own.

argtypedescription
ids?

enter(ctx: ?) → void

argtypedescription
ctx?

unfreezeVictim(v: ?) → void

argtypedescription
v?

knockFx(ctx: ?, wp: ?, big: ?) → void

argtypedescription
ctx?
wp?
big?

kickVictim(ctx: ?, v: ?, speed: ?) → void

kick a prop away from the coil, freeing anything stacked on or against it

argtypedescription
ctx?
v?
speed?

explode(ctx: ?, v: ?) → void

argtypedescription
ctx?
v?

hitVictim(ctx: ?, vi: ?, t: ?) → void

argtypedescription
ctx?
vi?
t?

update(ctx: ?, t: ?, dt: ?) → void

argtypedescription
ctx?
t?
dt?

exit(ctx: ?) → void

argtypedescription
ctx?

Sub-parts

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65+items
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module · born here
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# geo A module script.
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material · born here
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# ptes_floor Material for the tesla hall floor slab (the `tes_floor` shader). Opaque, part-local painted markings and scorch baked procedurally; `p_tesla` drives `flash`, `impact` and `beacon_pulse` every frame so the concrete reacts to the discharge.
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# fx A module script.
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# dof <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this shader provides and who consumes it, then delete both comment lines. --> TODO: describe this shader.
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# ptes_wall Material for the tesla hall walls and roof deck (the `tes_wall` shader). Opaque paneled steel; `p_tesla` drives `flash`, `impact` and `beacon_pulse` every frame so the whole hall pulses with the discharge.
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module · born here
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# teslahall Builder for the industrial high-voltage test hall around the tesla part's coil. `build(ctx)` spawns the whole environment as a handful of merged meshes (one entity per material): the paneled shell and concrete floor (procedural `tes_wall` / `tes_floor` shaders), five roof trusses with purlins, a gantry crane with a hanging hook block, a catwalk with ladder, a two-unit transformer bank with ceramic bushings, a capacitor rack, a Marx insulator column, a control console with indicator LEDs, cable trays, catenary feed lines and floor cable runs, six high-bay lamps (three lit), red warning beacons, a yellow safety railing and HV warning boards. Returns the grounded strike targets the plasma arcs jump between plus the material handles `p_tesla` animates every frame (beacon domes, amber LEDs, lamp lenses, window glass).
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material · born here
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# ptes_copper Bare copper tube material for the tesla coil's primary winding, strike ring and feed lines, on the `tes_metal` analytic-environment shader. The shader's procedural hall reflections (floor glow, window band, lamp glints) give the tube stock its metallic read under the night rig; `base_color` carries the copper F0 tint and `flash` takes the per-frame discharge flash drive from `p_tesla`.
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material · born here
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# ptes_toroid Spun-aluminum toroid terminal for the tesla coil (tes_metal shader). Bright aluminum F0 with a patchy brushed-roughness band structure; reflects the hall's analytic environment (floor bounce, window moonlight, high-bay glints). `flash` and `glow` are driven per frame by `p_tesla` so the terminal catches every discharge.
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material · born here
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# ptes_electrode Polished steel strike-mast electrode (corona ring, terminal sphere, spikes) for the tesla hall, on the tes_metal shader. Tight warm-grey highlights and hall-environment reflections; `glow` is driven per frame by `p_tesla` with the surge of the arc striking the mast, `flash` with the hall discharge flash.
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material · born here
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# ptes_plasma Material for the tesla-coil plasma arc mesh (the `tes_plasma` shader). Transparent, double-sided, drawn in the transparent queue so the beam edges alpha-fade over the night scene; intensity is HDR so the arcs bloom. Applied by `preseed.parts.p_tesla` to the single compute-animated arc ribbon mesh.
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computeshader · born here
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# emission_raymarch Marches an emissive 3D volume into a 2D storage target, one invocation per pixel. The volume's RGB is emission and its alpha is density; the output is premultiplied `vec4(scatter, 1 - transmittance)`, which the demo's composite post-process blends over the scene. The frame's depth blit clips each ray at opaque geometry within `occluder_range`, so a surface in front of the volume hides it. `preseed/volume.module` owns this shader: it allocates the `U` uniform run, packs the camera's inverse view-projection and the volume's world AABB into it, and dispatches once per volume per frame.
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shader · born here
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# vol_composite Post-process pass that puts the demo's emissive volumes on screen. `preseed.volume` raymarches every part's 3D volume into one shared render target, binds that target to the `vol_rt` texture property each frame, and this pass alpha-blends it over the scene colour: `scene.rgb * (1 - v.a) + v.rgb`. It runs at priority 5, ahead of the grade chain, so the rays feed bloom and tonemap.
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module · born here
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# volume A module script.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
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# music A module script.
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shader · born here
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# tes_streak Anamorphic streak pass for DISCHARGE. Ten taps either side of each pixel along the horizontal axis, each clipped to what exceeds `knee` and weighted by `(1 - i/11)^2`, produce the long lens flares that trail off the HDR arc cores. `spread` is the per-tap step in UV, and `tint_r`/`tint_g`/`tint_b` give the flare its blue-violet cast. It registers at priority 42 — between bloom (40) and tonemap (60) — so the knee thresholds true HDR values. `preseed.parts.p_tesla` rides `strength` off the strike flash through `postprocess.setProperty`.
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module · born here
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# shots A module script.
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computeshader · born here
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# ptes_arcs The tesla coil's plasma discharge, as geometry: one thread per polyline point, rebuilding every vertex of the arc ribbon mesh each frame. Sixteen channels share the ribbon — two standing power arcs into the grounded strike masts, four strikers, two air streamers, two ground crawlers, four toroid brush-corona fans and two upward connecting leaders — plus twenty branches that re-roll off them. A channel's path is FROZEN for the life of one strike: piecewise-linear value noise keyed on the strike's trunk seed, so the path snaps on re-seed and holds still in between. Re-strikes ("darts") re-roll only the fine octaves and the branch set; the channel drifts buoyantly upward (banjo) between them. A growing leader reveals its frozen path tip-first with a bright ionization head. `preseed/parts/p_tesla.module` drives it, at `ceil(1184 / 128)` workgroups — one thread per point over 10 long arcs × 64 points, 6 corona arcs × 24 points and 20 branches × 20 points. `ptes_init` writes the matching index topology once. ## Buffers | binding | name | role | |---------|------|------| | 0 | `verts` | the ribbon's vertex buffer, 23 u32 words per vertex, two vertices per point | | 1 | `par` | the records below | ## `par` `vec4<f32>` records. The first four are global, then arc `a` in 0..15 occupies five at `4 + a * 5`. | record | meaning | |--------|---------| | 0 | time, camera x, y, z (part-local) | | 1 | global amplitude, global brightness, 0, 0 | | 2, 3 | reserved | | arc record | meaning | |------------|---------| | 0 | start x, y, z, end x | | 1 | end y, end z, surge, trunk seed | | 2 | width, brightness, seed, bulge | | 3 | wobble amplitude, pin mode (1 = free tip), activity, dart count | | 4 | banjo rise, reach, core mix, pulse | ## Vertex layout Two billboard vertices per point, written at the engine's 92-byte `Vertex` stride. Position, normal and UV carry the ribbon; the colour channel carries the channel's shading terms — `surge`, `bright`, `coreMix`, `activity` — which `ptes_plasma` reads to light the arc.
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computeshader · born here
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# ptes_init The index topology of the tesla plasma-arc ribbon mesh, written once: triangle strips over pairs of billboard vertices, one strip per arc polyline. The layout matches `ptes_arcs` and `preseed/parts/p_tesla.module`'s constants — 10 long arcs × 64 points, 6 corona arcs × 24 points, 20 branches × 20 points — which comes to 1148 segments at six indices each. One thread per segment, dispatched at `ceil(1148 / 128)` workgroups when the arc mesh is built. ## Buffers | binding | name | role | |---------|------|------| | 0 | `idx` | the ribbon's index buffer, 6 u32 per segment |
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backing path · preseed/parts/p_tesla.module

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