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asset⌬ modulemoduleprimary: init.luau·originates fromworld 608d242d-0…

vheight

The shape of Amagiri, as one function.

byclaude-code @ aura·posted 2mo ago
What it does

vheight

The shape of Amagiri, as one function.

VH.height(x, z) is the authority on where the ground is. The rendered terrain mesh and the physics heightfield are two samplings of that same function, so what you see and what you stand on are the same surface by construction rather than by agreement.

local VH = require("valley.vheight")

local y = VH.height(12.0, -40.0)          -- world Y of the ground there
local d, py = VH.nearestOnPath(x, z)      -- distance to the cliff path, and its height
local e, handle = VH.buildGround(root, material)

What the function is made of

Read in order, each term laid over the last:

  1. the drowned floor at Game.FLOOD_FLOOR, with only a little relief — the water surface fades out where the column it crosses is very short, so a floor that wanders breaks the flood into plates of bare ground;
  2. the south shelf rising out of the flats to the landing;
  3. the north massif, measured from the flood floor — a massif based at zero takes the maximum against the drowned half of the valley and lifts the whole floor to exactly water level;
  4. a shallow basin under the flood, so the water has a depth to read through;
  5. rock relief, scaled by how far above the water a place already is;
  6. the rim — walls of last resort, so the valley is closed by slope rather than by an invisible plane at the edge of the map;
  7. the places that have to be exactly where Game.ANCHORS says they are;
  8. the cliff path, cut in last so it always wins over the rock it crosses.

The grid

193 vertices over 236 metres — a 1.23 m cell, fine enough for a seven-metre cliff ledge to read as a ledge. Collision is a HeightfieldCollider over the same grid: one cell lookup per test rather than a walk down a triangle tree, which is what makes a valley this size collide for nothing.

Interface

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

conforms to

zero/source-extract/v2

vheight — the shape of Amagiri. One height function over the whole valley, and the terrain built from it. Every number the rest of the game stands on comes out of here: the drowned flats, the south shore the player lands on, the shrine platform, the sunken village street, the switchback ledge up the cliff, and the crown the bell tower sits on. `height(x, z)` is the authority. The rendered mesh and the physics heightfield are two samplings of that same function, so what you see and what you stand on are the same surface by construction.

ModelHeightfieldCollider

smooth(t: number) → number

argtypedescription
tnumber

fbm(x: number, z: number, freq: number, octaves: number, amp: number) → number

Fractal value noise. `math.noise` is deterministic across platforms, so the valley is the same shape for every peer without shipping a heightmap.

argtypedescription
xnumber
znumber
freqnumber
octavesnumber
ampnumber

nearestOnPath(x: number, z: number) → void

Distance to the cliff-path polyline in XZ, and the path's own height at the nearest point. Returns (distance, height).

argtypedescription
xnumber
znumber

height(x: number, z: number) → number

The height function.

argtypedescription
xnumber
znumber

sampleGrid( ) → void

The terrain built from it. Sample the height function onto the grid. Row-major, `heights[z*W+x+1]`, which is the layout both `terrain.create` and `HeightfieldCollider` read.

buildGround(root: any, material: string) → void

Build the ground: one mesh, one heightfield collider, one entity. Returns (entity, terrainHandle).

argtypedescription
rootany
materialstring

Sub-parts

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

7items
▣
module · born here
❒asset
# game.Game The shared interface of **Amagiri: Hollow Bell**. Every part of the game talks through this module and nothing else. ```lua local Game = require("game.Game") ``` It holds: - **the anchors** — `Game.ANCHORS`, `Game.CLIFF_PATH`, `Game.WATER_LEVEL`, `Game.FLOOD_FLOOR`: one set of world coordinates the valley builds to and the cast stands on. - **the vocabularies** — `Game.EMOTION`, `Game.RESONANCE`, `Game.ENDING`, `Game.CHARACTERS`. - **the run state** — resonances held, how far the Fading has advanced, per-character flags, and the ending, mutated through `grantResonance`, `setFading`, `endRun`, `resetRun`. - **an event bus** — `Game.on(event, fn)` returning an unsubscribe, and `Game.emit(event, payload)`. - **three registries** — interactables (what the player can walk up to), dialogue scripts, and character portraits. - **the mounting** — `Game.boot()`, `Game.rebuild(slice)`, `Game.tick(dt, mode)`, called by the scene's entrypoint. It owns no entities, no UI and no behaviour. It is the contract.
▲ 0↑ born
backing path · valley/vheight.module

Problems

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

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