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p5_tides

TIDES (t = 135–165): an open Gerstner ocean at sunset under a burning skydome, a mirror-chrome ring standing half-submerged with foam churning at its waterline, and three glass monoliths catching the sun.

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

p5_tides

TIDES (t = 135–165): an open Gerstner ocean at sunset under a burning skydome, a mirror-chrome ring standing half-submerged with foam churning at its waterline, and three glass monoliths catching the sun.

Four custom surface shaders share one procedural sunset environment (sky_env, identical function in each): tid_sky renders it on the inside of an inverted dome (HDR sun disk + halos, back-lit cirrus, early stars); tid_ocean displaces a Geo.grid sea (dense core, expanding rim) with a six-wave Gerstner sum in its vertex stage and reflects the same environment by fresnel — the sun disk in that reflection, scattered by per-pixel detail chop and glitter jitter, forms the sun path; tid_chrome mirrors the sky upward and a dusk sea with the mirrored glitter downward; tid_glass blends fresnel reflection with tinted refraction, streaks, a wet base band and a warm rim. Materials live in preseed/tides/*.material; the part drives game_t and the music-reactive uniforms per frame through resolved material guids, so director seeks land deterministically.

Foam: whitecaps rise from the Gerstner crest factor (scaled by foam_level), while foam0/foam1 collar points track the ring's waterline as it turns (concentric churn ripples) and foam2..foam4 wash around the monolith bases at full authored strength.

Music: swell amplitude and crest glow breathe with the mix level, the glitter sparkle rides band 6, the dome sun pulses with the beat, and bloom swells with the level.

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/p5_tides.module — TIDES: the Zero Line ferry riding a spectral sea at sunset. The water is the builtin oceans package: a spectral FFT sea in cascades with a Gerstner swell over it, foam struck from the Jacobian where the wave actually breaks, and a seabed the water is seen through. The part does not author any of that — it states a sea state and a depth and the package builds it. THE PART OWNS THE LIGHT. The package brings water and the ground under it and nothing else: the sun the sea glitters under, the ambient its foam sits in and the sky it reflects all come from here, through the same directional light and reflection probe every other material reads. That is what lets the ferry, the sea and the sky agree about where the sun is. The ferry is preseed.ferry — the Zero Line hull built vertex by vertex, with preseed.Buoyant sampling the sea under her four quarters so she heaves and trims on the swell she is actually floating on.

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enter(ctx: ?) → void

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update(ctx: ?, t: ?, dt: ?) → void

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exit(ctx: ?) → void

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# preseed.tides.state — the TIDES shared contract Everything that crosses a lane boundary in part 9 ("THE FARJAN"), as **pure functions of part-local `t`** and nothing else. No state, no side effects, no entity lookups, no `ctx`. ```lua local State = require("preseed.tides.state") State.ship(t) --> { pos = {x,y,z}, forward = {x,0,z}, speed, headingDeg } State.sea(t) --> { windSpeed, windDirection, choppiness, amplitude, standingWaveRatio, foamDecay, significantHeight } State.weather(t) --> { squall01, coverage, cloudBase, cloudTop, wetness, rain01 } State.light(t) --> { sunElevDeg, sunAzimuthDeg, timeOfDay, sunColor, sunIntensity, ambientColor, ambientIntensity, keyOcclusion01, exposure } State.palette(t) --> { skyHorizon, skyZenith, skyGround, cloudLit, cloudShadow, waterBody, foam, fogColor, hullRed, upperworksWhite, antifoul, bootTop, cabinEmissive } ``` ## Why pure Hot-reload rebinds a module's function bodies without re-running its module-level chunk. Module-level mutable state in a shared file therefore keeps the *old* build's values while running the *new* build's code, and the bug looks like it is in whichever lane read it last. A file of pure functions cannot do that. It is also what makes the wake derivable. Because `ship(t)` is pure, the wake at time `t` is exactly the locus `{ ship(t - a) : a in [0, 26] }` — sample it and a scrub, a seek or a hot-reload all produce the identical wake. An accumulating wake is empty after every seek, and this demo is scrubbed constantly. **No lane may add module-level mutable state to this file.** ## Ownership | Function | Owner (may retune the numbers) | Readers | |---|---|---| | `ship` | SEA (track & speed) | CAMERA, SEA, FERRY | | `sea` | SEA | SKY, CAMERA | | `weather` | SKY | LIGHT, SEA, FERRY | | `light` | LIGHT | SKY, SEA, FERRY | | `palette` | LIGHT | everyone | A lane needing a new field **appends** it. Nobody renames or removes one. ## Fixed facts - **Axes:** `+X` = ahead (bow), `-X` = astern, `+Y` = up, `-Z` = port, `+Z` = starboard. The sun sits just off her starboard bow. - **Music:** 192 BPM, 4/4 — `BAR` = 1.25 s. Thirty seconds is exactly 24 bars. Nothing changes on a number that is not a multiple of 1.25. - **`pos.y` is the calm-water datum**, not her true height. `preseed.Buoyant` owns her vertical; read the entity for her real `y`. - **`ProceduralSky` owns the sun's direction** via `timeOfDay`. `sunAzimuthDeg` is the intended bearing the clouds are lit against, not an instruction to write a direction onto the `Light`.
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# preseed/tides/sky The SKY lane of THE FARJAN (part 9, TIDES): the weather, the sky, the volumetric squall, the horizon and the rain veil. ## What it owns * **The scene's ProceduralSky** — gradient, hour, sun disc and disc bearing, driven from `preseed.tides.state`. It drives the SCENE's sky entity and puts back what it found in `M.exit`; a part that spawns its OWN ProceduralSky beside it does not get a second sky, it gets a fight, because `SkyConfig` is one global record every Sky component pushes into. * **The volumetric squall** — a cellular cumulus field, raymarched, self-shadowed, with the sun attenuating through it. * **The horizon** — warm low height-fog that closes the sea/sky join and hides the ocean clipmap's far edge. * **The rain veil** from t = 25. ## The pipeline is this part's own `tid_cloud_fill` writes the density volume, `tid_cloud_march` marches it into `tid_cloud_rt`, and `tid_cloud_composite` resolves and blends it. None of the three is shared with any other part, and `M.exit` releases all of them. It does not go through `preseed.volume`, and the reason is written at the top of `init.luau`: that module marches through `preseed.emission_raymarch`, which builds its ray from `unproject(ndc, 0) -> unproject(ndc, 1)` and tests `depth < 1.0` for "a surface is here" — both correct before the engine's projection was reversed, and both wrong after it. Its target is also a single fixed 1600x900 buffer shared with every volume in the demo. ## The numbers that are load-bearing * **Every frequency in the fill is bounded by the VOXEL PITCH** — 98 m horizontally, 63 m vertically at 224 x 72 x 224 over an 22 km box. A feature shorter than about three voxels does not resolve, it aliases, and because the cell map and the warp are functions of x and z only, that aliasing is constant down a column and reads as vertical fluting. Detail finer than that is added at MARCH time, where there is no grid. * **The sun's extinction taps are a jittered cone, not a fixed ladder.** Four fixed offsets comb-filter the medium along the sun's axis; with the sun near horizontal that axis is horizontal too, and the ripple lies in planes of constant X. * **The march jitters WITHIN each step**, not at the ray's start. The step grows with distance, so a start offset bounded by the near step leaves most of the quantisation coherent between neighbours out at the deck. ## Contract Reads `State.weather`, `State.light`, `State.palette`, `State.sea` (windDirection and windSpeed — the wind that moves the cloud is the wind that raises the sea) and `State.sunDirection`. Owns `State.weather`. `M.update` must be called LAST in the part's update, after whatever moved the camera: the march builds its ray basis from the camera pose.
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# preseed/tides/light.module — THE FARJAN, LIGHT Part 9's sun, fill, shadows, exposure and grade, under the SKY lane's weather. ## What it owns * the scene's directional key and ambient fill, driven every frame from `preseed.tides.state`, and **restored** on the way out; * the key's **occlusion**, measured through the part's own cloud volume rather than scheduled; * the tonemap's exposure ramp and the bloom drive; * the **print stage** (`preseed.shaders.tid_print`) — chromatic aberration, the print black and the output dither; * the reflection probe's recapture schedule. ## Three things that are not obvious **It drives the SCENE's `sun` and `ambient`, not lights of its own.** `/runtime/lighting` resolves exactly one directional and one ambient, and in this scene they are the persistent `sun` and `ambient` entities. A part that spawns its own pair authors something nothing reads: measured mid-part with `tid_sun` at 3.0 and `tid_ambient` at 2.0 on their own entities, the resolved config was the scene sun at 0.12 and the scene ambient at 0.14. So this lane drives the scene's, remembers what it found, and puts it back in `M.exit`. **It WRITES the sun's direction, which reads backwards until you know why.** `src/engine/systems/sky.rs` refuses to sync the sun onto the lighting config while a directional `Light` entity exists — the Light is "the sole authoritative writer" — so a Light left alone keeps its default straight-down direction while the visible disc goes wherever the sky puts it. `State.sunDirection(t)` is the vector toward the disc; a Light's direction is the way light TRAVELS, so the value written is its negation. **The key is measured, not scheduled.** `tid_key_probe.computeShader` marches the SKY lane's own cloud volume from the ship toward the sun every frame and reports the mean transmittance over eight rays, and the key is `keyOpen(t) * (1 - KEY_DEPTH * occlusion)`. `State.light(t).keyOcclusion01` is only a FLOOR under that measurement, and it is zero until t = 24 — so for twenty-four seconds the key is the weather's answer and nothing else. The one exception is the slot at bar 22, which is authored and says so: the wedge of clear air is carved at the horizon, beyond 2.2 km, and the ship stands inside that radius under the rain veil, so the probe marching outward never sees the hole. ## The order in `P.update` is load-bearing CAMERA → **LIGHT** → SKY. LIGHT must come before SKY because it probes the volume SKY filled; SKY must be last because its raymarch builds its ray basis from the camera pose. ## The print stage `Fx.grade` matches its table against `PP.PRESETS`, which has no `chromatic_aberration` entry, so the brief's 0.0018 was read and dropped in silence. The shared `fx.module` is read by twelve other parts and is not this lane's to change, so the pass is added here from a tides-owned shader at priority 75 — after tonemap (60) and vignette (70), before the letterbox and fade (200). It also carries the part's **print black** and its **dither**, both driven per frame from `printGrade(t)`: measured, round 1 put 21-57% of every frame at exactly (0,0,0) with the 25th percentile on zero in all twelve, which the brief forbids by name. ## Budgets published for the FERRY lane `M.PRACTICAL_BUDGET = { points = 18, spots = 4, shadowCasting = 2 }`. `MAX_POINT_LIGHTS` is 64 for the whole scene and over-cap lights are dropped silently rather than merged — and this part is not alone in it.
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backing path · preseed/parts/p5_tides.module

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