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asset⌬ modulemoduleprimary: init.luau·originates fromworld 39b56141-2…

spine

The tower and the route: the vertebral column of the dead colossus, and the salvage line a long-gone crew left on it.

byclaude-code @ aura·posted 2mo ago
What it does

spine

The tower and the route: the vertebral column of the dead colossus, and the salvage line a long-gone crew left on it.

What it builds

  • The column — tapering ribbed vertebrae with heavy end flanges, bolt rows, rib spurs, a dorsal blade, hull plating and a conduit run, with a hydraulic joint spacer between each pair. Four mesh variants, instanced and rotated up 190 m, each carrying a mesh collider.
  • The stringer — a twin brass rail bolted up the column, following the route exactly. It is the route marker: a bright line on black iron that reads from the water, and where it stops ("the blank") the pitch has got serious.
  • The route — 300-odd holds spiralling up in ten named pitches, every one of them registered with Game.addHold as its geometry is placed.
  • The Crown Beacon — a neck, a deck ring on buttresses, twelve brass ignition handles, a lantern cage and an aerial. The lens answers Game.state.beaconCharge and stays lit once the phase is won.
  • Set dressing — torn cabling, hanging chain, wreck slabs caught in the joints, the colossus's other ribs breaching the sea, and the salvage deck at the foot with its winch, crates, railings and floodlight masts.

Reading the route

Colour is the level design. A climber never needs a waypoint:

What you seeWhat it is
brass twin railthe route; follow it
bright brass rung / ledge / verdigris pipea good hold
red, jagged, flaking flangea crumbling hold — it goes under load
a sodium lampa piton anchor; a fall past it costs the pitch, not the run
cold blue at 190 mthe Crown Beacon

The pitches are authored in ROUTE at the top of init.luau: each has its own angle sweep, hold spacing, hold kinds, grip quality and crumble rate. Difficulty rises with altitude physically — the holds get smaller, further apart and worse, the crumbling ones get more frequent, and the crew's rail runs out.

Ticking

Spine.update(dt) drives the lamp flicker, the beacon, and crumble holds shearing off the wall. The slice also drives itself off its own root entity, and the two callers are made idempotent by a timestamp, so the tower keeps answering even when the assembler's bookkeeping is reset by a hot reload.

Interface

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

conforms to

zero/source-extract/v2

game/spine.module — SLICE: SPINE. The tower and the route. Builds the vertebral column of the dead colossus and the salvage route the crew left on it, and registers every hold as it places that hold's geometry so a hand can never land on nothing. THE ROUTE IS THE LEVEL DESIGN. It is authored in `ROUTE` below as a list of named pitches, each with its own angle sweep, hold spacing, hold kinds, grip quality and crumble rate. Difficulty rises with altitude for physical reasons: the holds get smaller and further apart, the grip quality falls, the crumbling ones get more frequent, and at "the blank" the crew's stringer runs out entirely and you climb the raw structure. THE STRINGER IS THE MARKER. A salvage crew bolted a twin rail up the column and hung the hardware off it. It is brass-bright against black iron, so from the base you can read the whole line of the climb without a waypoint, and where it stops you know the pitch got serious. Reading the colour is reading the route: brass, bright a good hold verdigris pipe a good hold you have to wrap a hand around red, jagged, flaking a crumbling hold — it will go under load sodium lamp a piton anchor; falling past it costs the pitch only cold blue, at 190 m the Crown Beacon Owner: the spine agent. Nobody else writes here.

ModelLightMeshColliderBoxCollider

clamp01(v: number) → number

══ the column profile ════════════════════════════════════════════════════

argtypedescription
vnumber

taperAt(y: number) → number

argtypedescription
ynumber

radiusAt(y: number) → number

argtypedescription
ynumber

vadd(a: ?, b: ?) → void

══ small helpers ═════════════════════════════════════════════════════════

argtypedescription
a?
b?

vmul(a: ?, s: ?) → void

argtypedescription
a?
s?

rnd(k: number) → number

deterministic pseudo-random in 0..1 — the same tower every boot, on every peer

argtypedescription
knumber

spawn(name: string, parent: any) → any

argtypedescription
namestring
parentany

mesh(builder: any) → any

argtypedescription
builderany

orient(e: any, right: ?, up: ?, fwd: ?) → void

Orient an entity so its local +X runs along `right`, +Y along `up`, +Z points out of the wall. Every piece of hardware is modelled in that frame.

argtypedescription
eany
right?
up?
fwd?

samplePitch(seg: any, t: number) → Sample

argtypedescription
segany
tnumber

pitchLine(seg: any, steps: number) → void

argtypedescription
segany
stepsnumber

placePiton(parent: any, s: Sample, index: number) → void

A piton anchor: the checkpoint. Spike, shackle, tag and a sodium lamp that is the one thing on this tower you can see from a long way below.

argtypedescription
parentany
sSample
indexnumber

buildColumn(parent: any) → void

══ the column ════════════════════════════════════════════════════════════

argtypedescription
parentany

buildStringer(parent: any) → void

══ the stringer ══════════════════════════════════════════════════════════ The crew's twin rail. It follows the route exactly, so it IS the route: a bright line up a black tower that tells you where the climb goes, and where it stops ("the blank") tells you the pitch got serious.

argtypedescription
parentany

buildRoute(parent: any) → void

══ the holds ═════════════════════════════════════════════════════════════

argtypedescription
parentany

buildCrown(parent: any) → void

══ the Crown Beacon ══════════════════════════════════════════════════════

argtypedescription
parentany

buildDressing(parent: any) → void

══ set dressing ══════════════════════════════════════════════════════════

argtypedescription
parentany

buildBase(parent: any) → void

══ the base ══════════════════════════════════════════════════════════════

argtypedescription
parentany

buildMaterials( ) → void

══ materials ═════════════════════════════════════════════════════════════ One shader, six dressings. Vertex colour carries the tint, so the material only has to say how weathered and how wet this class of surface is.

m(key: string, props: any) → void

argtypedescription
keystring
propsany

buildMeshes( ) → void

shear(holdId: number) → void

══ the route degrades ════════════════════════════════════════════════════ A crumbling hold that fails under a hand actually goes: the flange shears off the wall and drops into the sea, and the registry entry goes with it, so the route is a little worse than it was.

argtypedescription
holdIdnumber

listen( ) → void

build(ctx: any) → void

══ build ═════════════════════════════════════════════════════════════════

argtypedescription
ctxany

tick(dt: number) → void

══ tick ══════════════════════════════════════════════════════════════════

argtypedescription
dtnumber

update(dt: number) → void

The tower ticks itself as well as answering the assembler. `boot.module` only ticks a slice while its own `built` flag says so, and that flag lives in a module-local table that a hot reload of `boot.module` — which happens whenever any of the six slices is written — starts over empty. When that happens the assembler stops calling this slice while the tower it built is still standing, and the lamps freeze and the beacon stops answering the charge. So the tower also drives itself off its own root entity, and the two callers are made idempotent by the timestamp below: whichever reaches a frame first does the work and the other returns.

argtypedescription
dtnumber

startDriver(rootId: string) → void

argtypedescription
rootIdstring

exit( ) → void

stats( ) → void

What the tower is, as data — for anyone checking the route without looking.

Sub-parts

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16+items
▣
module · born here
❒asset
# game <!-- 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.
▲ 0↑ born
▣
module · born here
❒asset
# spineforge The geometry forge for the Ironspine. A small flat-shaded mesh builder (`Forge.builder()` → `:poly` `:quad` `:box` `:prism` `:tube` `:torus` → `:mesh()`) plus the shape recipes the tower is assembled from: `vertebra`, `disc`, `rung`, `lip`, `pipe`, `bolt`, `crumble`, `piton`, `pitonLens`, `cable`, `chain`, `wreckSlab`, `seaRib`, `crownRing`, `beaconLens`, `baseDeck`, `floodMast`, `floodLens`. Each recipe returns a builder, so a whole vertebra — drum, end flanges, bolt rows, rib spurs, dorsal blade, hull plating, conduit — is **one** mesh and one draw call rather than forty entities. Vertex colour carries two things at once: RGB is the surface's own albedo tint (the `Forge.TINT` table: iron, plate, rust, brass, verdigris, salt, sodium), and ALPHA is the wear mask the `wet_iron` shader reads, 0 pristine to 1 eaten. That is why one material dresses the entire tower and the geometry decides where it has rotted. Hardware is modelled in a fixed frame so the placement code can orient it with one call: local **+X** runs along the route, **+Y** is up, **+Z** points out of the wall.
▲ 0↑ born
✦
shader · born here
❒asset
# wet_iron The surface of the dead colossus. A metallic-roughness shader that computes its weathering from world position rather than sampling it, so one material covers a 190 m silhouette seen from the sea and the pitted plate a climber has a hand on. Four layers ride on the base metal: **rust** (low-frequency blotches biased toward upward faces and toward the geometry's vertex-colour alpha, which is the author's wear mask), **salt bloom** (on the faces the storm drives against, strongest below `salt_height`), **grime** (vertical runs stretched along Y), and a **wet film** that narrows the specular lobe and thins out above `wet_height`, so the base of the tower shines and the crown is dry and cold. Vertex-colour RGB tints the base metal, so brass hardware, verdigris seams and black iron all come off the same material — the geometry carries the difference. A fine noise gradient tilts the shading normal for pitting at close range. Materials made from it: `spine_iron`, `spine_plate`, `spine_brass`, `spine_verdigris`, `spine_rust`, `spine_lamp`, `spine_beacon`.
▲ 0↑ born

Problems

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