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asset⌬ modulemoduleprimary: init.luau·originates fromworld 41755fbf-7…

FarmVisuals

What the farm looks like. `Farm` owns the crop state; this owns the pixels.

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

FarmVisuals

What the farm looks like. Farm owns the crop state; this owns the pixels.

Three things run here:

The floor. One 3.6 km ground grid under farm_ground.shader, which reads the crop-state texture and paints wheat, maize, cut stubble, dirt tracks with wheel ruts, grassy verges and dry scrub beyond the boundary. Because the whole farm is one surface sampling one texture, a stripped swath is visible from cruising altitude the instant it is eaten.

The crop you fly through. One dense stalk mesh drawn as a 5x5 grid of tiles that follows the swarm on a fixed 40 m world lattice, each tile turned by a quarter-turn taken from its world index so the pattern is stable in the world rather than sliding under the player. crop_blades.shader cuts each stalk to what is actually standing there and sinks the outermost tiles into the ground, so the moving window has no visible rim. The window shrinks as the swarm climbs — at cruising height the floor carries the whole read on its own.

The farmstead. Barns, silos, water towers, sheds, bales and post-and-rail fence runs, placed on the tracks and verges between the plots from a fixed seed, so the farm looks the same to every player in the world.

The state texture is uploaded only on the frames Farm reports the mask dirty, and no faster than every 90 ms.

Interface

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

conforms to

zero/source-extract/v2

SLICE: farmland — the look of the farm. `Farm` owns the crop state; this owns the pixels. Driven entirely from `Farm.init` / `Farm.update`, so nothing outside the slice calls it. Tuning below is farmland's alone — nobody else reads it, so it lives here rather than in the shared constants table.

Model

hash2(a: number, b: number) → number

Helpers

argtypedescription
anumber
bnumber

yawQuat(yaw: number) → void

A yaw quaternion, +Y up.

argtypedescription
yawnumber

spawnProp(name: string, geom: ?, x: number, z: number, yaw: number, scale: number?) → void

argtypedescription
namestring
geom?
xnumber
znumber
yawnumber
scalenumber?

stepTexture( ) → void

Build steps — each one runs on its own frame so nothing stalls the engine

stepMaterials( ) → void

stepGround( ) → void

stepCropMesh( ) → void

stepTiles( ) → void

stepFarmsteads( ) → void

Farmsteads sit on the track crossings between plots, so nothing is ever built on ground the swarm wants to eat.

stepFences( ) → void

Fence runs down the verge on the track side of a scattering of plots.

followPoint( ) → void

Per-frame Where the crop window sits: a little ahead of the swarm, so the ground the player is flying into has stalks on it before it arrives.

placeTiles(cx: number, cz: number) → void

argtypedescription
cxnumber
cznumber

focus(x: number, z: number) → void

Park the crop window over a point and leave it there. For looking at the crop from somewhere the swarm is not.

argtypedescription
xnumber
znumber

update(dt: number) → void

argtypedescription
dtnumber

teardown( ) → void

Lifecycle Drop everything this module spawned, so a rebuild starts from bare ground instead of layering a second farm over the first.

init(anchor: ?, farmModule: ?) → void

argtypedescription
anchor?
farmModule?

flush( ) → void

Force the whole crop state up to the GPU now, whatever the throttle says.

stats( ) → void

Sub-parts

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

26items
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module · born here
❒asset
# FarmMesh Geometry for the farmland slice, as plain `renderer.mesh.create` payloads. `buildCropTile` returns one square tile of standing stalks — the mesh the crop tiles that follow the swarm all share, built at full maize height with the per-stalk wind phase, dryness and height packed into vertex colour for `crop_blades.shader` to read. `buildBarn`, `buildSilo`, `buildWaterTower`, `buildFenceRun` and `buildShed` return the built things on the farm as vertex-coloured meshes for `farm_prop.shader`: rgb is the paint, alpha picks roughness between metal (0) and weathered timber (1).
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shader · born here
❒asset
# crop_blades The standing crop you fly through. One dense stalk mesh is drawn as a grid of tiles that follows the swarm, so the geometry only ever exists where the player can see it while the crop still covers the whole 2 km farm. Every stalk is built at full maize height; the fragment stage cuts it down — to wheat height on a wheat plot, to broken stubble where the crop-state texture says the swarm has eaten, to nothing at all over a track or a verge — and fades the outermost tiles into the ground so the moving window has no visible edge. Wheat carries a pale ear at the top, maize a broad leaf-green blade. Exposes `surface()`, so the low sun and its shadows land on the crop.
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✦
shader · born here
❒asset
# farm_prop The built things on the farm — barns, silos, fence posts and rails, water tanks. One material for all of them: the mesh carries the colour per vertex and this shader hands it to the engine's own PBR lighting, so a corrugated silo and a tarred barn roof pick up the same low sun and cast the same long shadows as the crop. `roughness_min`/`roughness_max` ride the vertex alpha, which the mesh builder uses to make metal roofs read tighter than weathered timber.
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module · born here
❒asset
# core <!-- 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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shader · born here
❒asset
# farm_ground The whole 2 km farm read as one surface. Samples the crop-state texture the farmland slice keeps in step with `Farm.strip()` — R = how much crop is standing, G = which crop (0 track/verge, 0.5 wheat, 1 maize), B = a per-plot seed — and paints wheat and maize with their own row directions and colours, pale cut stubble where the swarm has eaten, dirt tracks with wheel ruts in the gaps between plots, grassy verges along the plot edges, and dry scrub beyond the farm boundary. Exposes `surface()` so the engine's own low-sun lighting and shadows land on it.
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backing path · locust/farm/FarmVisuals.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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