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asset⌬ modulemoduleprimary: init.luau·originates fromworld 41755fbf-7…

Swarm

Draws the locusts — the player's cloud and one per rival — and the shadows they drag over the farm.

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

Swarm

Draws the locusts — the player's cloud and one per rival — and the shadows they drag over the farm.

Each cloud is a single mesh and a single draw call. A compute shader (locustFlight) owns the mesh's vertex buffer and rewrites every locust each frame: six vertices and four triangles per insect, placed in a churning, lobed ellipsoid, turned onto the cloud's flight direction with a per-insect weave, rolled into the bank of the turn, wings beating several times a second. Luau hands it two dozen floats a frame — where the cloud is, how wide, which way it is heading, how hard it is rolling, where the camera is — and queues the dispatch. No per-locust work ever touches the CPU.

A locust is 7 cm long, which from a chase camera a hundred metres back is a fifth of a pixel. Rather than draw them oversized, the shader holds every body to a minimum screen size: it turns each insect's depth into metres-per-pixel and grows the body only far enough to keep about three and a half pixels. Close up they are exactly life-size; far away they stay resolvable. Because the camera pulls back as the swarm grows, distance and cloud radius rise together and cancel — so what the player sees getting thicker is the headcount.

Published on Locust.systems.swarm:

CallDoes
setCount(n)draw n locusts in the player's cloud (never below the floor)
count()how many are being drawn right now
setCloud(x, y, z, r)where the player's cloud is and how wide
setRivalCloud(i, x, y, z, r)the same for rival i
report()every cloud's population, geometry, bounds and dispatch health

Interface

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

conforms to

zero/source-extract/v2

SLICE: swarm-render — owner of everything under /source/locust/swarm/. The premise of the game is scale, so this slice is the premise: tens of thousands of locusts in the air at once, each one a body with two wings beating several times a second, banking into the turn, catching the low sun on its wing membranes, and dragging a shadow across the crop. HOW IT DRAWS. One mesh per cloud, one draw call per cloud, and not a single per-locust transform on the CPU. `locustFlight.computeShader` declares the mesh as a `vertices` binding and writes six vertices and four triangles per insect straight into the vertex buffer every frame: where it sits inside the churning cloud, which way it is pointing, how far through its wingbeat it is, and what its chitin is doing to the light. Luau's whole job per frame is to hand that shader two dozen floats describing the cloud — centre, radius, heading, bank, camera, tint — and queue one dispatch. Once a compute pass has written a mesh the engine bounds it by what the pass wrote, so the cloud is culled against where the locusts actually are. READABILITY, the constraint this slice exists to solve. A locust is 7 cm long. From a chase camera a hundred metres back that is a fifth of a pixel, and fifty thousand of them spread through a 30 m cloud render as empty air — which is why the skeleton drew them nine times oversized. The real answer is a MINIMUM SCREEN SIZE: the shader turns each insect's depth into metres-per-pixel and grows the body only as far as it takes to hold MIN_PIXELS of screen. A locust near the camera is exactly 7 cm; a distant one is whatever 3.6 pixels is worth out there. Nothing is oversized at a range where oversizing would show, so C.PLACEHOLDER_SCALE is 1. Screen coverage then rises with the population instead of falling away with the cloud's volume, because the chase camera pulls back as the swarm grows: distance and radius scale together, the two cancel, and what is left is the headcount. A swarm that doubles its mass covers visibly more of the frame. PUBLISHED INTERFACE — registered as Locust.systems.swarm. Swarm.setCount(n) draw n locusts for the player's cloud Swarm.setCloud(x, y, z, r) where the cloud is and how wide Swarm.setRivalCloud(i, x,y,z,r) Swarm.count() -> n what is being drawn RIGHT NOW Swarm.report() -> table the whole draw state, for verification The hard floor is C.SWARM_INSTANCES_MIN. Drawing fewer is a defect.

Model

core( ) → void

The blackboard, resolved on every call. Never cached in a local. A hot reload of locustCore — which happens whenever any slice tunes a constant — mints a fresh `state`, and a module holding the previous one goes on writing where nobody reads: the swarm freezes in place while every diagnostic insists it is being drawn. Re-resolving costs a cached table lookup and removes the whole failure mode.

cloudTable( ) → void

One record per cloud: the player's is [0], rivals are [1..RIVAL_COUNT]. Kept on the blackboard for the same reason.

shadowMeshRef(set: any?) → any

The shadow disc is shared by every cloud and has to outlive a reload of this file, so it lives on the blackboard beside the cloud records.

argtypedescription
setany?

rehydrate( ) → boolean

A hot reload swaps this file's functions into the module table the component already holds, but the chunk runs again from the top, so every local above is nil while the clouds themselves are still flying. Pick the asset handles back up rather than rebuilding sixty megabytes of mesh: without this the swarm freezes in mid-air on the first edit anyone makes and reports itself as perfectly healthy.

buildCloudMesh(capacity: number) → void

Geometry. The static half of a cloud: one degenerate hexad per locust, wired into the four triangles the compute shader then places. The positions here are meaningless — the first dispatch overwrites every one of them — but the index buffer is fixed for the life of the mesh, and that is what lets a whole cloud be one draw call.

argtypedescription
capacitynumber

buildShadowMesh( ) → void

A unit disc in the XZ plane with square UVs, so the shadow shader can read its own radius off uv and fray the rim.

makeCloud(key: number, name: string, capacity: number, tint: { number }) → void

Cloud records.

argtypedescription
keynumber
namestring
capacitynumber
tint{ number }

dispatchCloud(rec: any, camPos: { number }, pixelScale: number) → void

Write this cloud's parameters where the shader reads them, then queue the dispatch that rewrites its whole vertex buffer.

argtypedescription
recany
camPos{ number }
pixelScalenumber

placeShadow(rec: any) → void

Drop the cloud's shadow where the sun would put it: along the light's travel direction, on the ground, stretched by how low the sun is.

argtypedescription
recany

setCount(n: number) → void

Published interface.

argtypedescription
nnumber

count( ) → number

setCloud(x: number, y: number, z: number, r: number) → void

argtypedescription
xnumber
ynumber
znumber
rnumber

setRivalCloud(i: number, x: number, y: number, z: number, r: number) → void

argtypedescription
inumber
xnumber
ynumber
znumber
rnumber

report( ) → void

Everything a verification pass wants to read, in one call.

readSun( ) → void

Lifecycle.

viewState( ) → void

Where the frame is being rendered from, and how many pixels a metre covers one metre away — the two numbers the screen-size floor is built out of.

init(root: ?) → void

argtypedescription
root?

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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22+items
◐
material · born here
❒asset
# swarmShade The shade a swarm throws, on `locustShadow`. A blended, ground-hugging patch of warm dark that sits under a cloud of locusts and moves with it. Kept translucent rather than black so it reads as shadow falling over the crop instead of a hole cut in the field.
▲ 0↑ born
◐
material · born here
❒asset
# locustChitin The material every locust in the game wears, on `locustBody`. Near-black brown for the abdomen, a slightly paler membrane for the wings, almost no metal and a faint structural sheen — dark enough that tens of thousands of them read as one mass against a bright sky, with just enough glint left for the low sun to catch a wing on the upbeat. Drawn double-sided (`cull: none`), because an insect is thinner than the triangle that stands for it.
▲ 0↑ born
▣
module · born here
❒asset
# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
·
computeshader · born here
❒asset
# locustFlight Writes every locust of one swarm cloud straight into a mesh's vertex buffer: six vertices and four triangles per insect — an abdomen and two wings that beat several times a second — placed in a churning flattened ellipsoid, turned onto the cloud's flight direction with a per-insect weave, rolled into the bank of the turn, and held to a minimum screen size so a body far smaller than a pixel still reads. One dispatch draws the whole cloud; the `cloud` buffer carries the cloud's position, radius, heading, bank, camera and tint, so one shader serves the player's swarm and every rival.
▲ 0↑ born
backing path · locust/swarm/Swarm.module

Problems

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