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asset⌬ modulemoduleprimary: init.luau·originates fromworld 2694c9d2-c…

weld

The joint between the ordnance schedule and the place it happens to.

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

weld

The joint between the ordnance schedule and the place it happens to.

ffe.ordnance owns when and where the cloud deck is torn — Ord.holes() is six holes, each with a tear second, a radius and a fire strength. ffe.ridge owns the surface that tears — Ridge.deck.setHoles{...} puts the three nearest holes onto every deck tile's shader lanes, and Ridge.setUnderfire(v) is how much fire the cloud is catching from below.

Neither slice called the other, so the deck stayed whole for the whole film and the arc the demo is built on — shot 16 is shot 1's station over a torn sky-floor — did not read. This module is that call and nothing else.

Exports

  • Weld.build(root) — makes nothing; the module owns no entities.
  • Weld.tick(t, dt) — reads Ord.holes(), opens each hole over TEAR_TIME seconds from the second it is due (eased, so a tear reads as a tear), hands the set to Ridge.deck.setHoles, and drives Ridge.setUnderfire from how many holes are open and how far Film.ruin has climbed.
  • Weld.reset() — closes every hole and takes the underfire back to zero.

Notes

  • It runs first in Film.SLICES, before ffe.ridge, so the deck tick that consumes the hole set sees the current film second's holes rather than the previous frame's.
  • Like every slice it is a pure function of the t it is handed. Seek anywhere and the deck is torn exactly as far as that second says it is.

Interface

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

conforms to

zero/source-extract/v2

ffe.weld — the joint between the ordnance schedule and the place it happens to. `ffe.ordnance` owns WHEN and WHERE the deck is torn: `Ord.holes()` is six holes with a tear second, a radius and a fire strength, and `Ord.holesOpen(t)` counts how many of them are open at a film second. `ffe.ridge` owns the surface that tears: `Ridge.deck.setHoles{...}` puts the three nearest holes onto every deck tile's shader lanes, and `Ridge.setUnderfire(v)` is how much fire the cloud is catching from below. Neither slice called the other. This module is that call, and nothing else: it reads the schedule, opens each hole over `TEAR_TIME` seconds from the second it is due, and hands the set to the deck. It makes nothing, owns no entities, and is a pure function of film time like every other slice.

Light

underfire(t: number, open: number) → number

The cloud's underside catches fire as holes open, and keeps catching as the barrage goes on. One open hole is not the same picture as six.

argtypedescription
tnumber
opennumber

findOrSpawn(name: string, root: any) → void

argtypedescription
namestring
rootany

build(root: any) → void

argtypedescription
rootany

valleyLight(t: number) → void

The valley's light: a cold wash off the cloud's underside while the round is in the air, then the burst, which is the only warm thing down there.

argtypedescription
tnumber

tick(t: number, _dt: number) → void

argtypedescription
tnumber
_dtnumber

reset( ) → void

Sub-parts

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module · born here
❒asset
# ordnance One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.ordnance") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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module · born here
❒asset
# film One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.film") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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module · born here
❒asset
# ridge Saddle 3400 — the place *Fire For Effect* happens on. The snow col the battery is dug into, its two rock horns, the cloud deck 140 m below that fills the valley and reads as ground, the pour that comes over the col's west lip, the emplacements, the ammunition dump, the spotting mast, and the valley floor at y = -900 with the scree fan the rounds land on. Serves shots 1, 2, 8, 12, 14 and 16, and the ground under 6 and 7. ## Exports - `M.build(root)` — called by `FilmDirector`. Re-entrant: every piece asks the world whether its entities are still there rather than trusting a flag, and everything it makes is marked **temporary**, because all of it is rebuilt on the next load and none of it belongs in the saved scene. - `M.tick(t, dt)` — film seconds, fixed 1/24. Also pumps the massif and the deck a few patches a frame until they stand. - `M.reset()` — on `Film.restart()`. - `M.groundHeightAt(x, z) -> y` — the snow's world height at a point. Anything that stands on the saddle asks this rather than guessing. - `M.valleyHeightAt(x, z) -> y` — the same for the floor under the deck. - `M.deck` — the tearing surface `ordnance` drives: `tear(i, x, z, radius, heat)`, `setHoles({ {x, z, radius, heat}, ... })`, `close(i)`, `holes()`, `setUnderglow(v)`. Up to `deck.MAX_HOLES` = 8. - `M.setUnderfire(v)` — how much fire the cloud is catching from below; drives the pour and the deck's general orange wash together. - `M.setSoot(v)` — force the snow's soot instead of letting it ride `Film.ruin`. - `M.mast()` / `M.dump()` — the spotting mast and the ammunition dump, by ref. - `M.ground` / `M.pour` / `M.works` — the submodules, for anything finer. ## Usage ```luau local Ridge = require("ffe.ridge") Ridge.deck.tear(1, -1750, 120, 90, 1.4) -- open a hole in the sky-floor Ridge.setUnderfire(0.8) -- and light the cloud from under it local y = Ridge.groundHeightAt(-4, -22.5) -- where the snow is under Gun One ``` ## Notes - Everything this slice owns also stands on a **`ridge` render layer** beside `default`, so `capture { renderLayers = "ridge sky" }` shows the place on its own while three other agents fire effects through the same frame. - The massif is one height function sampled into meshes. It is meshed a few patches a frame from `tick`, not from a spawned task: a task started inside a component's update is bound to that call's script context and is cancelled when the call returns. - The deck's churn rides the ENGINE clock (`uniforms.time`) because a vertex stage cannot read per-instance data; everything else in the slice — the pour, the plumes, the tarp, the mast, the racks — is a pure function of film time.
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backing path · ffe/weld.module

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