hill_turf
The moor's skin. Heather, two turfs, peat, scree and one worn track, mixed from world-space noise so the hill has drifts and bare ground rather than one colour, with the stone taking over on the steep faces and under the summit.
hill_turf
The moor's skin. Heather, two turfs, peat, scree and one worn track, mixed from world-space noise so the hill has drifts and bare ground rather than one colour, with the stone taking over on the steep faces and under the summit.
It also carries the LIGHT LINE — the fiction the whole round turns on. Sunlight
has reached everything with world Z above light_z; below it the sun's own
contribution is turned back toward night, above it the turf takes the colour of
first light and the skylight the risen sun adds, and at the line itself a narrow
hot rim burns across the ground. game.world.Dawn pushes light_z from
Core.lightZ() every frame.
path_params states the two harmonics of the worn track, the same four numbers
game.world.terrain.PATH walks, so the painted track and the strip the set
dressing refuses to stand on are one line.
Scoped to this part · feeds back into the world's score.