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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

surfaces

Every surface the wreck wears, made from numbers. Nothing here is a file: four tiling textures are generated pixel by pixel at build time from a deterministic wrapping-lattice noise, uploaded with `renderer.texture.create`, and bound into runtime `pbr_layered` materials. The cont…

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

surfaces

Every surface the wreck wears, made from numbers. Nothing here is a file: four tiling textures are generated pixel by pixel at build time from a deterministic wrapping-lattice noise, uploaded with renderer.texture.create, and bound into runtime pbr_layered materials. The content is the code, so a rebuild always produces the same surfaces and there is no binary to keep in step with it.

local S = require("deadlight.wreck.surfaces")
local mats = S.build()      -- memoised; safe from every awake
mats.hull, mats.deck, mats.crusted, mats.rusticle, mats.steel,
mats.silt, mats.porcelain, mats.brass, mats.leather, mats.voidBlack
S.invalidate()              -- drop the memo and re-derive on the next build

The plate texture is a 3 x 3 BLOCK of plates, not one. One plate per texture tiled onto plating repeats every two metres and the eye catches it instantly; nine plates, each carrying its own corrosion and its own rust, repeat every six and read as a hull. Meshes author UVs in plate units and scale them by S.UV (= 1 / S.CELLS) to match.

Authored for raking light at close range. The film has no sun below 200 m: the submersible's three lamps are the only light in the world, they are 6-20 m away, and red dies first in the water. So roughness and normal detail carry the read and base colour barely does — the plate's height field is a seam groove around each plate with a double row of rivets inside it, pitted by a century of corrosion, and that is what a lamp crossing the side actually finds.

Rust is the surface, not a weathering pass over it. mats.hull's base layer is oxide over the whole plate and its top layer is the calcareous crust that grows on top where the current lets it settle; bare steel survives only on a broken edge, which wears mats.steel. mats.voidBlack is unlit black — what is behind an open porthole, a hawse pipe or a wheelhouse window, because a lamp six metres away must not find a wall there.

Interface

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

conforms to

zero/source-extract/v2

deadlight.wreck.surfaces — every surface the wreck wears, made from numbers. The film has NO sun below 200 m: the submersible's three lamps are the only light in the world, they are 6-20 m away, and red dies first in the water. So the wreck's materials are authored for RAKING light at close range — roughness and normal detail carry the read, base colour barely does. Nothing here is a file. Four tiling textures are generated pixel by pixel at build time from a deterministic lattice noise, uploaded with `renderer.texture.create`, and bound into runtime `pbr_layered` materials. The content is the code, so a rebuild always produces the same surfaces and there is no binary to keep in step with it. local S = require("deadlight.wreck.surfaces") local mats = S.build() -- memoised; safe to call from every awake mats.hull, mats.deck, mats.rusticle, mats.calcareous, ... UV CONVENTION. The plate texture is ONE PLATE: a seam groove around its border with a double row of rivets inside it. The wreck's meshes author UVs in plate units — one unit of u is one strake, one unit of v is one plate length — so the rivet rows land on the real seams of the real plating.

lattice(n: number, seed: number) → void

argtypedescription
nnumber
seednumber

sample(t: { number }, n: number, u: number, v: number) → number

argtypedescription
t{ number }
nnumber
unumber
vnumber

fbmField(octaves: { { n: number, amp: number } }, seed: number) → void

Fractal noise over several wrapping lattices, so the result tiles.

argtypedescription
octaves{ { n: number, amp: number } }
seednumber

clamp01(x: number) → number

argtypedescription
xnumber

smooth(a: number, b: number, x: number) → number

A descending ramp is as common here as a rising one, so the span is guarded by its magnitude — never by `math.max(eps, b - a)`, which turns every falling curve into a step.

argtypedescription
anumber
bnumber
xnumber

cellOf(u: number, v: number) → void

One texel cell IS one plate. Rivets sit just inside the seam on all four sides, which is what a riveted hull looks like when a lamp rakes across it. Which plate of the block a texel falls in, and where it sits inside it.

argtypedescription
unumber
vnumber

plateHeight(corrosion: ?, pits: ?) → void

argtypedescription
corrosion?
pits?

rivetRow(along: number, across: number, offset: number) → void

argtypedescription
alongnumber
acrossnumber
offsetnumber

normalTexture(height: ?, size: number, strength: number) → any

argtypedescription
height?
sizenumber
strengthnumber

rgbTexture(fn: ?, size: number, srgb: boolean) → any

A texture written by a per-texel function returning r,g,b (0..1).

argtypedescription
fn?
sizenumber
srgbboolean

build( ) → any

layered(spec: any, key: string) → any

argtypedescription
specany
keystring

invalidate( ) → void

Drop the memo so the next build re-derives every texture. Used by the component when its source changes under a hot reload.

⌬ Metadata
descriptionEvery surface the wreck wears, generated pixel by pixel and bound into layered PBR materials.

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
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
▲ 0↑ born
backing path · deadlight/wreck/surfaces.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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± compat factor

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