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

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…

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

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.

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/geom — the geometry the crowd slice builds for itself. Two jobs. The first is the effect shapes: a streak for a tracer and a blob for a muzzle flash, a burst of ichor or a puff of dust. Those are a dozen triangles each, drawn twenty thousand times, and nothing generates them better than a few lines of Luau. The second is the proxy bodies. The six castes are generated from the reference images, and a generation is a network call that can refuse; a battlefield with no army in it is a worse failure than one whose skitters are a little blockier than their portrait. So every caste has a proxy built here from the same silhouette the reference fixes — the trooper's boxy helmet, backpack and long rifle, the skitter's wedge head and six legs, the brute's ram skull and dorsal spikes, the titan's carapace on six columns — and the crowd draws the proxy wherever the generated mesh is not there. Everything this module returns stands on y = 0, faces +Z, and is normalised to ONE METRE TALL, so the crowd scales it by `K.UNIT_HEIGHT` and gets the caste's real size without a per-mesh fudge factor.

newGeo( ) → Geo

box(g: Geo, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number) → void

One axis-aligned box, corner to corner, appended to `g`.

argtypedescription
gGeo
x0number
y0number
z0number
x1number
y1number
z1number

streak( ) → Geo

A tracer's body: a square rod running from z = -1 to z = 0, so a transform that scales z by the streak's length and stands at the round's HEAD trails the streak behind it.

blob(subdiv: number) → Geo

A blob: an octahedron subdivided `n` times onto the unit sphere. Two levels is 128 triangles, which is more than a muzzle flash needs and exactly what a puff of dust does.

argtypedescription
subdivnumber

edge(a: number, b: number) → number

argtypedescription
anumber
bnumber

trooper( ) → Geo

Every one of these is a metre tall, stands on the floor and faces +Z. The line trooper: boxy helmet with the visor band, plated shoulders and chest over the fatigues, a backpack cell behind, and the long coil rifle held across the body. The rifle is what the silhouette is recognised by at this distance, so it is the piece that gets the length.

skitter( ) → Geo

The skitter: an arrowhead from above. A long wedge head with the needle jaw under it, a humped carapace with the dorsal spines, and six legs in three pairs that splay out wider than the body — which is the read that makes a field of them a swarm rather than a field of stones.

brute( ) → Geo

The brute: a boulder with legs. Ram skull low and forward, a back that climbs to the shoulders, a row of spikes down it, and four columnar limbs.

titan( ) → Geo

The titan: a cathedral. Six columnar legs a long way out from a carapace that is all upswept blades, and the curtain of tendrils hanging under it.

⌬ Types
Geo = { positions: { number }, indices: { number }, normals: { number }, uvs: { number } }

Sub-parts

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backing path · game/crowd/geom.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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