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asset⌬ modulemoduleprimary: init.luau·originates fromworld 0b2898a0-1…

build

The made things of Yowe Fen: the rotted causeway and its piles, the five stage-posts a hernsew stands on, the Low Staithe behind you and the High Fold ahead, the sluice, and the eel gear the length of the run.

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

fen.build

The made things of Yowe Fen: the rotted causeway and its piles, the five stage-posts a hernsew stands on, the Low Staithe behind you and the High Fold ahead, the sluice, and the eel gear the length of the run.

Each builder takes a Parts table and accumulates into it by material name, so the whole of the fen's timber arrives as one mesh, its stone as another, and so on. fen.marsh uploads them.

Positions come from game.rules — the stations, the deck width, the fen's length — so the causeway and the herons standing on it describe the same place.

Interface

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

conforms to

zero/source-extract/v2

strict

part(parts: Parts, material: string) → Geom

argtypedescription
partsParts
materialstring

causeway(parts: Parts, seed: number) → void

argtypedescription
partsParts
seednumber

posts(parts: Parts, seed: number) → void

Five squared oak posts standing out of the water beside the causeway, each with a flat cap a bird can hold. These are the things the whole game looks at, so they get chamfers, braces, a ring and a name-board.

argtypedescription
partsParts
seednumber

staithe(parts: Parts, seed: number) → void

Where the run begins: a stone landing, a slipway, mooring bollards, a punt pulled up out of the water, and a lantern on a post. It stands BEHIND the player at the start, which is what makes the opening shot have somewhere to have come from.

argtypedescription
partsParts
seednumber

fold(parts: Parts, seed: number) → void

The end of the run: peat bank, drystone fold, a gate, and a brazier that burns in it. Seen from the Low Staithe it is a dark shape with one warm point in it, a hundred and fifty metres up a drowning causeway.

argtypedescription
partsParts
seednumber

brazier(parts: Parts) → void

The brazier that burns in the fold — geometry plus the world position the component hangs a real light on. Kept apart because it is the one thing in the fen that emits rather than reflects.

argtypedescription
partsParts

staitheLamp(parts: Parts) → void

The staithe lantern's flame and the position its light hangs at.

argtypedescription
partsParts

works(parts: Parts, seed: number) → void

One real sluice beside the second station, and eel gear the length of the run. Detail like this is what separates a place from a corridor.

argtypedescription
partsParts
seednumber
⌬ Types
Part = { material: string, geom: Geom.Builder }Parts = { [string]: Part }
⌬ Metadata
descriptionThe made things of Yowe Fen — causeway, stage-posts, Low Staithe, High Fold, sluice, eel gear.

Sub-parts

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

11items
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module · born here
❒asset
# rules <!-- 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.
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module · born here
❒asset
# fen.geom A small mesh builder. The fen is five hundred deck planks, eighty piles and forty thousand reed blades, so it is accumulated into flat vertex streams here and uploaded as a handful of merged runtime meshes rather than being an entity per plank. Every vertex carries a colour, and the `pbr` shader multiplies base colour by it — that is what carries the weathering (a plank's sodden end, the pale crown of a reed, the tar at a pile's waterline) with no textures at all. ```lua local Geom = require("fen.geom") local b = Geom.builder() Geom.box(b, centre, half, colour, { up = …, topColor = …, topScale = … }) Geom.prism(b, base, axis, r0, r1, sides, colBottom, colTop, capBottom) Geom.blade(b, root, height, width, leanX, leanZ, yaw, colRoot, colTip, segments) local mesh = Geom.upload(b) -- a MeshHandle a Model can wear ``` `Geom.rng(seed)` is a deterministic little PRNG: the fen has to come up the same every boot, on every machine, or it is not a place. `half` is a HALF-extent. Writing a length there gives you a shape twice the size you meant, which at this game's grazing camera angle is the difference between a floating plank and a dark shard across the frame.
▲ 0↑ born
backing path · fen/build.module

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