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asset⌬ procgraphprocGraphprimary: init.luau·part ofpackage oceans.package·originates fromworld 07158574-5…

islandLagoon.procGraph

The island the `island_lagoon` demo scene stands in, as a terrain graph.

by◐lumi·posted 1mo ago
What it does

islandLagoon

The island the island_lagoon demo scene stands in, as a terrain graph.

A flat lagoon bed at -14 m with a broad dome rising through sea level at roughly 1:21, carrying two surfaces: sand from the lagoon floor up past the waterline, grass over the dry crown. The gentle slope is the point — it puts a continuous range of water depth in front of the camera, which is what makes the ocean's shoaling, absorption and shoreline wash readable in one shot.

Inputs

None. Every dimension is authored in the graph; edit init.luau to move the waterline, widen the beach or change the relief.

Outputs

  • land: the landscape as one element carrying Terrain, which the graph shows through io.output: the ground, its colliders and its water, standing in the scene.

Consumers

  • @builtin::systems.oceans.demo.island_lagoon instantiates it as the demo's terrain and binds the ocean's ground to the entity it produces.

Interface

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

conforms to

zero/source-extract/v2

The island the lagoon demo stands on, shaped as a BEACH rather than as a rock: the bed lies at -14 m and a broad dome rises through sea level at about 1:21, so the water over it runs a continuous depth gradient from the sand at the waterline out to open blue. That profile is what the ocean's shore terms are written against — the shoaling that settles the chop, the absorption that turns the bed turquoise and then blue, the wash along the waterline — so a shore this gentle is what makes any of them legible. Sand covers the beach and the shallow bed the water is clear enough to show; grass takes the dry crown. The band between them is jittered rather than drawn at a contour, so the waterline reads as a coast instead of as a circle.

⌬ Metadata
descriptionThe island the lagoon demo stands on, shaped as a BEACH rather than as a rock: the bed lies at -14 m and a broad dome rises through sea level at about 1:21, so the water over it runs a continuous depth gradient from the sand at the waterline out to open blue. That profile is what the ocean's shore terms are written against — the shoaling that settles the chop, the absorption that turns the bed turquoise and then blue, the wash along the waterline — so a shore this gentle is what makes any of them legible.kindmodel

Sub-parts

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

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199+items
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assettype · born here
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# procGraph (asset type) A `.procGraph` asset is a **procedural graph**: a description of how to make something, written as code, that can be evaluated over and over with different numbers. Its `init.luau` returns `proc.define(...)` — that source IS the asset, the way a `.procNode`'s `init.luau` is. ## Shape A `<name>.procGraph/` folder containing: - `init.luau`: the graph's definition. Returns `proc.define(function(g) … end)`, the graph named by its asset folder. - `graph.json` — the compiled form (`proc.graph.v1`), written by this type from `init.luau`. Generated, never hand-edited. - `README.md`, `.metadata` — the universal asset files. ## Authoring Edit `init.luau`. The type recompiles on the write, rewrites `graph.json`, and every live `Generator` bound to the asset re-cooks from it — there is no build step between saving and seeing the result. A recompile is cheap however large the graph: node results are keyed by content, so recompiling an unchanged node reuses its cooked output, and an edit invalidates only that node and the ones downstream of it. Changing the last step of a landscape does not re-run the erosion above it. Two words worth keeping apart, because both happen here: - **compile** — `init.luau` → `graph.json`. Produces the graph. - **cook** — each node performing its operation to produce a value. Runs the graph. Driven by a `Generator`, reported by `procgen.cooks`. ## Using one Through the ref rather than a path string: `ref:eval("mesh")` evaluates an output, `ref:inputs()` lists the knobs a Generator can override by name, `ref:outputs()` the values it produces, `ref:validate()` type-checks it, and `ref:asOp()` wraps it so another graph can composite it as a node. Generated outputs (meshes, materials, textures, bundles) are persisted through their own asset types. ## Related - `@builtin::systems.procgen.proc` — the authoring + evaluation model. - `procgen.toolbox` — `preview`, `spawn`, `bake`, `validate`, `ops`, `schema` and the wider tool family. ## In the Inspector The Inspector shows the graph as nodes and wires, and edits it there. Every graph input, op, graph used as a node and output is a node; each input port that nothing is wired into carries the value that drives it, and a click on a value edits it where it stands (typing, dragging a number, flipping a switch, choosing from a list). Drag a node to move it, drag from a port to another port to connect, drag a connected input away to take its wire off, Delete removes the selection. A node is added from the op search under the graph, or from the procGraph assets, which stand as nodes that open their own asset on a double click. The graph's inputs and outputs are nodes too: their name, type, default and range, and an output's domain, are values on them, and the Inputs and outputs section declares new ones. Describes is the sentence search finds the graph by. Every edit is written into `init.luau` with `proc.saveSource` and compiled by the type, so a live Generator re-cooks on it; the node positions are kept beside the graph in `layout.json`. The Result section scrubs the timeline of a graph that has one and shows what the selected node makes (`procgen.preview` with the target `node:<id>`), and the Preview section above it shows what the graph makes, live. **Compile** and **Open** for its source stay as they were.
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computeshader · born here
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# gather Builds a column from another column and a run of indices: element `i` of the result is element `index[i]` of `src`. An index below 0 or past the end of `src` gives zeros. The element type is the `T` specialization (`f32`, `i32`, and two to four lanes of either); a three-lane column is read and written tightly packed, twelve bytes an element. Dispatch over `n`, the number of indices. Exact: each result element has one writer. Over a live count (`COUNT=device`, see the abi README) `n` is the capacity and the first `domain_count` slots are live: a slot at or past it holds zeros. It binds 4 storage buffers (3 in the plain variant), and `dst` holds `n` elements.
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procnode · born here
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# math.min (procNode) The lesser of two values, element by element. The `min` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# math.sign (procNode) The sign of a value: -1, 0 or 1, element by element. The `sign` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# attribute.number Number the elements of a class: a whole-number column holding `start` on the first element, start + 1 on the second, and so on, written under `name`. The number is stored with the element, so it stays with it when elements are dropped, reordered or duplicated around it. ## Inputs - `geometry`: What is numbered. A copy carrying the column comes out. - `class` (one of: detail, edge, point, primitive, vertex): Which elements are numbered. - `name`: What the column is called. A name the class already carries is replaced. - `start`: The number of the first element.
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procnode · born here
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# grid.box (procNode) The cell centres are `min + (coords + 0.5) * cellSize`, computed on the device from each element's index. The layout (`cells`, `min`, `max`) is stored on the detail as `grid`, which is what makes the value a Grid. Built from: `core.points`, `field.index`, `math.*`, `vector.*`. ```luau local air = g.grid.box({ size = vector.create(4, 3, 4), cells = vector.create(32, 24, 32) }) ```
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procnode · born here
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# field.index The element number, counted from 0. Unwired it is an Int field over whatever reads it (`fieldc.leaves.elementId`: the number of the element being written). With a `domain` it is an Int column of 0 to n - 1, one per element of the domain.
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computeshader · born here
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# grid Reads and writes a field of cells in one kernel. The field is a Grid (one tile, no apron, x fastest, `lanes` values per cell) or a Raster (tiles with aprons, one batched dispatch) through the layout in `tile_layout`. - sample (`MODE sample`): the field at positions, nearest or trilinear, held to the edge cell past the field. Reads each cell from the tile that owns it. - write (`MODE write`): a patch of values blended into the field (replace, add, max, min, multiply, optionally weighted per cell). Every tile that holds a cell as core or apron receives it, so apron copies agree. The patch window is stated in field cells and may reach past the field (negative origin, or a size beyond the cell counts): a stored cell a border tile holds past the field takes the patch where the window covers it. - stencil (`MODE stencil`): per stored cell, a neighbour at an offset, slope in degrees, curvature (the laplacian over x and z) or the gradient, with neighbour reads held to the tile's own stored edge. Slope and curvature are the terrain mask's. `MODE`, `SAMPLING` (nearest, trilinear), `STENCIL` (offset, slope, curvature, gradient) and `BLEND` (replace, add, max, min, multiply) are specializations. `determinism: exact`: each output element has one writer. The bindings a mode does not use take any buffer that is not bound elsewhere in the dispatch.
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procnode · born here
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# math.cos (procNode) The cosine of an angle in radians, element by element. The `cos` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# math.sqrt (procNode) The square root of a value, element by element. The `sqrt` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# math.div (procNode) The quotient of two values: `a` divided by `b`, element by element. The `div` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# io.output (procNode) Show a value in the world through the translation layer: a Geometry as a mesh, points that carry components (a Mesh, a Material, a light) as one entity each, the copies `instances.to_points` made as instanced draws, primitives as entities, a Texture, Material, Raster or Part as what each is. Answers a Handle that the runtime releases when the output goes away. Built from the Luau node (`io.luau`) over `show.module`, which sits in this node's folder: its `show` function registers what the value needs and answers the Handle. A graph is pulled from its output nodes. ```luau g.io.output({ value = mesh }) g.io.output({ value = rocks, class = "point" }) ``` ## Inputs - `value` (Value). The value to show: Geometry, Points, Part, Texture, Material, Field, Raster or Prefab. A Prefab stands as the entities its records describe. - `class` (one of "", point, primitive). Default `""`. What one element of a Geometry stands for in the world. Empty shows a geometry with primitives whole as one mesh and stands each point of a set of points that carries components as an entity; "point" or "primitive" stands each element of that class as its own. - `layer` (String). Default `""`. For a Raster, the layer drawn; empty draws `height` when the raster has it, else its first layer. - `name` (String). Default `"output"`. The base name of the entities and assets the show makes. ## Outputs - `handle`: the Handle of what was registered.
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computeshader · born here
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# make Builds the elements and the primitives of a geometry from a count per owner and a shape (`points`, `strip`, `fan`, `grid`, `ring`, the `SHAPE` specialization). The result is the columns a Geometry holds: `P` over the points, `vertex_pt` over the vertices (the point each reads), and `prim_vstart` / `prim_vcount` over the primitives (each one's run of vertices). All indices are into the result, so owners' pieces sit end to end with their links already offset. It runs as two passes of one shader (`PASS`): `sizes` writes the points, vertices and primitives each owner makes; after a prefix sum of each component into `bases`, `fill` writes every element once, found by a binary search over the bases. Exact: each output element has one writer. The shape's layout is stated at the top of `bindings.yaml`.
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procnode · born here
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# math.shl (procNode) A whole number shifted left by a count of bits. The `shl` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# math.bor (procNode) The bitwise or of two whole numbers. The `bor` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# core.points (procNode) Points made from columns: a count of points, each attribute given as a column, a field or a constant. Built from the `make` kernel (`SHAPE = "points"`) for the elements and a point-class write for every entry of `columns`. The call is `g.core.points({ columns = { P = positions, mass = 1.0 }, count = 64 })`; `count` is how many points there are. ## Inputs - `columns` (Record, optional). The attributes, by name: each a column of the point count, a field evaluated over the points, or a constant. `P` places the points; the other names are carried as point attributes. - `count` (Number). Default `0`. How many points. ## Outputs - `points`: the points.
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# core.raster.new (procNode) Open a rect of ground as a Raster: a grid of cells, cut into tiles of 256 cells a side that each store a ring of 8 neighbour cells (stride 272), with named layers of one number per cell, all zero. The tiles store more than the rect: the cells of a border tile past the rect and the ring around the tiles are stored like the rest, and a write reaches them. The Raster is a Record. Layout members: `cellsX`, `cellsZ`, `resolution`, `min`, `size`, `origin` (Vec3, the `y` lane 0), the same as numbers `minX`, `minZ`, `sizeX`, `sizeZ`, `originX`, `originZ`, `core` (256), `apron` (8), `stride` (272), `tilesX`, `tilesZ`, `tiles` (also `tileCount`), `heldX` and `heldZ` (the cells the tiles hold across and down: the tiles' cores, `tilesX * core` by `tilesZ * core`, and the ring of `apron` cells around them), `layerNames` (the list of layer names) and `layers`, a Geometry whose point class holds the stored cells of every tile, one column per layer. The `grid` kernel and `core.raster.cells` read that layout. ## Inputs - `origin` (Vec2). Default `{ x = 0, z = 0 }`. The world centre of the rect, in metres. - `size` (Vec2). The extent of the rect along x and z, in metres, as `{ x, z }`. - `resolution` (Float). Metres per cell. - `layers` (List<String>, optional). The layers the raster opens with. ## Outputs - `raster`: the Raster.
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procnode · born here
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# math.ceil (procNode) The least whole number not below the value, element by element. The `ceil` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# core.reduce (procNode) Fold a column to one value, or to one value per segment: sum, mean, least, greatest, count or the place of the least or greatest. One `reduce` kernel run. `fold` names the fold. `starts` holds where each segment starts; the kernel then gets `segments = starts.count`, and without `starts` it folds the whole column with `segments = 0`. ## Inputs - `values` (Column). The column folded. - `fold` (one of add, mean, min, max, count, argmin, argmax). Default `"add"`. How the elements fold: added up, averaged, the least, the greatest, how many, or the index of the least or the greatest. - `starts` (Column<Int>, optional). Where each segment starts in the column; the fold is then one value per segment. ## Outputs - `value`: the first folded element. - `values`: one element per segment (a single element without `starts`). - `picked`: for argmin and argmax, the chosen element's index.
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procnode · born here
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# math.max (procNode) The greater of two values, element by element. The `max` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# field.substitute (procNode) A field read at another point. Every reference to the element's position inside `field` stands for `position` (`fieldc.withPosition`), so a warp composes with every field written over the position and the whole chain stays one expression.
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procnode · born here
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# field.gather (procNode) A run read at computed elements. `column` is read at the element each `index` names (counted from 0, held to the run's ends). Built over `fieldc.gather`: the lookup is part of the chain the consumer evaluates.
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procnode · born here
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# math.vec4 (procNode) A vector of four components from its parts: numbers, or vectors and runs whose components fill it in order. The `vec4` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# core.make (procNode) Make geometry on the device from a count for each owner and a shape. Every owner makes its own piece and the pieces sit end to end with their links already offset. The `make` kernel's `sizes` pass, a prefix sum of the sizes, and the `make` kernel's `fill` pass; the columns are set into an empty geometry. The totals the fill pass is sized by come from the counts when every owner makes `count` (a row of points needs one multiplication, the other shapes one call of the `make` module); a count the graph states is a number already and the cook does not wait on the device for it, and a count left on the device is read back. When `counts` gives each owner its own, the totals are read back from the prefix sum. ## Inputs - `shape` (one of points, strip, fan, grid, ring). Default `"points"`. What each owner makes: a row of points, a zigzag of triangles, triangles round a centre, a lattice of quads, or one closed primitive round a circle. - `counts` (Column<Int>). One count for each owner: the points along its main axis. Left out, every owner makes `count`. - `count` (Number). Default `0`. The points along the main axis of each owner when `counts` is left out. - `owners` (Number). Default `1`. How many owners make a piece when `counts` is left out. - `across` (Number). Default `2`. For the grid: how many points it holds along its second axis. ## Outputs - `geometry`: the geometry with `P` on its points (the unit square or the unit circle), `pt` on its vertices and `vstart` and `vcount` on its primitives; a ring also carries `closed`.
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procnode · born here
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# core.scratch (procNode) A run of one whole number, zero, for a binding a kernel mode does not read. A dispatch binds each buffer at one slot only, so every binding a mode leaves unread (the `starts` of an unsegmented scan or reduce, the `la` and `lb` of a jump that does not label pairs) takes a run of its own. Each call answers a new run. ## Inputs None. ## Outputs - `run`: a column of one Int, 0.
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procnode · born here
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# math.sub (procNode) The difference of two values: `a` minus `b`, element by element. The `sub` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procnode · born here
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# math.to_float (procNode) A whole number held as a decimal. The `to_float` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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procrecord · born here
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# landscape (procRecord) The landscape record kind: the ground a raster becomes, with every texture it needs read back from the device (the heightfield, the holes mask, the water surface and its shade, one control texture per four surface layers), the surfaces it declares, and the rect it covers. `terrain.landscape` answers one, held on one element as `Terrain = { terrain = <record>, ... }`. Live, a record becomes a `.terrainData` written in the session's scratch folder, the asset the `Terrain` component's `terrain` field stands on; it is removed once nothing stands on it. Saved, it is a `.terrainData` container with its textures as `.texture` children inside it, written inside the folder of the asset being exported. `terrain.write` saves one under the name and folder it is given. `landscape.module` is the writer both use: `declare` states the surfaces a layer list names, and `writeLandscape` writes the container.
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procnode · born here
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# Landscape (procNode) The last node of a terrain graph: the ground as one element. It is `terrain.landscape` under the name a graph ends a landscape with: the raster goes in, and one point comes out carrying the `Terrain` component, its `terrain` a landscape record holding the heightfield, the control textures, the holes mask, the water surface and the table of what the surfaces are. `io.output` stands the element as an entity with the ground, its water and its colliders, and `io.export` saves it with its `.terrainData` inside the asset it writes. A terrain among other elements is merged and parented like any element. ## Inputs - `raster` (Raster): the ground. - `name` (String, default `"landscape"`): the entity's name, the element's `name`. - `height` (String, default `"height"`): the raster layer written as the heightfield. - `water` (String, default `"water"`) and `waterMask` (String, default `"waterMask"`): the raster layers holding the water surface and where it covers. - `layers` (String, default empty): the surfaces, in channel order, as the names of the raster layers holding their coverage, separated by commas: `"sand, grass"`. - `surfaces` (List of records, optional): what each surface in `layers` is shaded with, `{ name, tint?, albedo?, normal?, mask?, tiling? }`, matched to a layer by `name`. - `holes` and `solid` (String, default empty): a mask layer marking where ground is cut out, or where it exists. - `resolution` (Int, default 0): texels across the longer axis; 0 takes one texel per raster cell. - `layerResolution` (Int, default 0): the edge of one layer slice; 0 takes the largest edge any layer map carries. - `fields` (Record, optional): fields of the `Terrain` component beside the ground: `material`, `waterMaterial`, `collision`, `collisionResolution`, `size`, `origin`, `heightRange`, `water`. ## Output - `terrain`: one element carrying `Terrain`, standing as a landscape.
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# core.raster.add_layer (procNode) Add a named layer to a raster, every cell zero; a layer already there is left as it is. Built from `g.has` over the raster's layers and a point-class column write. ## Inputs - `raster` (Raster). The raster extended. - `name` (String). Default `""`. The layer's name. ## Outputs - `raster`: the raster with the layer.
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procnode · born here
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# field.call (procNode) A function of a prelude shader module of `kernels/` applied to fields. The only way a node names device code: `rand`, `noise`, `color` and the modules added beside them define the functions, and this node applies one to its operands as a field a consumer evaluates in the same dispatch as the chain around it. A name stands for the function of that name or for its `<name>2` / `<name>3` form whose vector parameters take the operands' widths, so `zero_proc_value` reads a plane or a space by the position it is given.
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procpack · born here
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# abi The four ops every procgen node is built from. Each states where it runs in its `runs` field, and none calls another op. ## Ops | Op | Runs | Does | |---|---|---| | `device.kernel` | `gpu` | Runs a `.computeShader` over a domain of elements and returns what it wrote as columns | | `transfer.upload` | `cpu_to_gpu` | Turns CPU numbers, lists and tables into device columns | | `transfer.readback` | `gpu_to_cpu` | Turns device columns and live counts into CPU values, a frame or more later | | `cpu.call` | `cpu` | Calls a Luau function with declared return types and a time ceiling | ## device.kernel `kernel` (param) is the shader, a reference resolved from a literal where the node is written (`asset.resolve("<identity>", "computeShader")`; a name is refused); `specialize` (param) gives each of its `specialize` parameters one of its options. `bind` (input) gives every binding its value and `domain` (input) says how many elements run. - A buffer binding takes a Column. A binding the shader writes and that is bound to a Column writes a copy, and the copy comes back under the binding's name. - A `columns` binding takes a table of Columns, packed on the device into one buffer in the order the binding's `order` field states (`order: "shapeKind center extent"`; the table must hold exactly those columns), and in sorted-name order where the binding states none. A kernel that reads its columns by slot number states `order`; one that reads them by `NAME_col_<column>` needs none. - `specialize` takes the table `fieldc.walkSpec(step, opts).specialize` states as it stands (the walk kernel's `WALK_STEP`, `WALK_STEP_HI`, `WALK_DONE` and `WALK_PRELUDE`), and the resources the spec runs over come from `fieldc.bindSpec(spec)`: its `cols` (a table of columns already packed on the device) binds to the kernel's `columns` binding and its `u` (the numbers the chain carries, a device buffer) to its read `buffer` binding. The caller that made them lets them go (`bound.release()`) once the kernel's outputs are no longer read. - A Field bound to a binding is evaluated by the field compiler (`fieldc.evaluate`) in one fused dispatch over the domain, and the column it lands in stands as long as the outputs of the kernel do. - `bind.columns` is a domain (a record of Columns, or a class of a Geometry): every read binding the bind left unnamed takes the column of the same name, and an unbound `columns` binding takes every column of it. - An appended output bound to a column that an append returned writes a copy of it, and the copy keeps the live count that column carries, so a later pass appends after what an earlier one appended. - A param takes a Number or a Bool (1 or 0). A Vec spreads over `<param>_x` to `<param>_w`. `count`, `time` and `frame` are names any node may give; a kernel that declares none of them leaves them out. - A Texture binds its `texels` column, and sets `<name>_width` and `<name>_height` where the shader declares them. - `domain` is a Number, a Column (its elements), or a live count: a count Column, an appended output, or the record `{ count = <one-word Column>, capacity = <Number> }`. A live count dispatches over its capacity, and the shader reads the count through a `buffer` binding named `domain_count`. A shader that declares `domain_count` over a plain number gets the number in it. The live-count form is stated in "Over a live count" below. - An output with `count` or `capacity` is allocated before the dispatch. An appended output comes back as a Column (its `_capacity` and `_liveCount` set) and as `<name>_count`. Outputs: `columns` (Record of Columns) and `info` (the kernel, the variant key, the elements, the determinism the shader declares, the specialization). Column elements are 32-bit words: an `Int` column holds `i32`, a `UInt` column `u32`, every other type `f32` (`column:element()`). A kernel's `i32` and `u32` outputs are `Int` and `UInt` columns. The first run of a kernel waits for its program to be built, so a readback asked for after the run sees what the dispatch wrote. A column whose words are not the ones a binding reads is cast by value before the dispatch: a Float column meeting an `i32` or `u32` binding (and an Int or UInt column meeting an `f32` one) is read as the numbers it holds, not as the bits of its words. The cast covers read bindings and in-place bindings; what a kernel writes back through an in-place binding is the column of the binding's type (`Int` for `i32`). ## Over a live count A kernel runs over a plain number of elements (every slot live) or over a capacity whose live count sits in a one-word device buffer. A node that deletes, welds, expands or pairs elements states the count it made on the device, and the next kernel takes it as its domain, so the count never crosses to the CPU between them. **What a node passes.** `domain` is the count and the capacity it is bounded by: `found.indices.count` (the count of an appended output, whose capacity the output carries), an appended output Column itself, or the record `{ count = <one-word Column>, capacity = <Number> }` for any other count held on the device (a scan's `total`, a count made by `proc.device.count`; its words are read as u32). A Number is the plain form, as before. **What a kernel declares.** In `bindings.yaml`, a count binding that exists only in the variant that reads a count, and the specialization that picks the variant: ```yaml bindings: - { name: domain_count, kind: buffer, access: read, element: u32, when: "COUNT=device" } specialize: - { name: COUNT, options: [plain, device] } ``` `device.kernel` runs the `COUNT=device` variant when the domain is a live count, and the `plain` variant (the bindings and the code the kernel always had) when it is a Number. A kernel that declares `domain_count` without `when` reads it in every variant, and gets the number in it over a plain domain. **What the shader does.** The dispatch covers the capacity (`zero_n()`), outputs sized by `n` hold the capacity, and the live count is `min(domain_count_get(0u), zero_n())`. The code that reads it sits in `// @when COUNT device` ... `// @end` blocks (`compute_abi` removes a block from the variants it does not name). A slot at or past the live count reads nothing and writes the inert value of each output it owns: | Kernel | Inert value of a slot past the live count | |---|---| | `gather` | `dst` is zeros | | `compact` | `inverse` is -1; `indices` is -1 past the kept ones | | `scan` | `dst` is the total of the last group (0 for an empty run) | | `jump` (rank, min) | `parent_out` is the slot itself, `value_out` is 0 | | `loops` | stage clear writes every slot of the dispatch; stage link: `next` is the slot itself, `head` is 0 | | `loops_cut` | `head` is 0, `cut` is the slot itself | | `loops_place` | `ring` is -1, `pos` is 0 | | `edges_runs` | `flag` is 0; `a` and `b` are -1, `fcount` is 0 | | `expand` | `owner` and `local_index` are -1 past the sum of the counts | | `hash_gather` | `items` past the count are left as allocated (0) | **A new count.** A kernel that makes a count writes it to an appended output's counter, which the op returns as `<output>_count` and as the live count of the output (`output.count`); it carries its capacity and is a domain as it is. `compact` writes the kept count, `expand` the sum of the counts, `hash_gather` the number of points listed, and `scan` states its total in `total` (an `i32` scan's total is a count: `{ count = scanned.total, capacity = ... }`). **Capacity.** When the node does not know a count it allocates for the bound it can state, and the kernel never writes past it. `compact`, `gather`, `scan`, `jump`, `loops*` and `edges_runs` write at most as many slots as the capacity they run over. `expand` holds at most `n` slots (`n * k` when no count exceeds `k`). `hash_gather` holds at most its `total` param, which is the bound the node states (a pair list has no smaller bound than points times queries). In those two the count buffer states the true count whatever the capacity: a count above `.capacity` is an overflow, the first `capacity` slots are written and the count minus the capacity is how many did not fit. A node that states a bound checks `count <= capacity`. **Storage buffers.** A stage binds at most 8 on the web. A `COUNT=device` variant binds one more than the plain one, and the table counts the variants that exist: | Kernel | plain | device | |---|---|---| | `gather` | 3 | 4 | | `compact` | 4 | 5 | | `scan` | 4 | 5 | | `jump` | 7 | 8 | | `loops`, `loops_cut`, `loops_place` | 6 | 7 | | `edges_runs` | 8 | 5 (heads), 8 (table) | | `expand` | 5 | 6 | | `hash_gather` | 6 | 8 | `edges_runs` binds the buffers of its own stage in the device variant (`when: "COUNT=plain; COUNT=device STAGE=table"`), which is how it stays at 8. `abi.directLimit` counts every `buffer` binding the schema declares, `domain_count` included, so a kernel with a `columns` binding that adopts the form has one direct column fewer; none of these ten has one. ## transfer.upload `values` is a Record. A Number becomes a one-element Float column; a list of numbers a Float column; a list of `{x,y,z}` a Vec column, a list of text (or `{ type = "String", values = {...} }`) a column of the values; `{ type = "Int", values = {...} }` a typed column (`Float`, `Int`, `UInt`, `Vec2`, `Vec3`, `Vec4`, `Color`); a table of those a table of columns; a Column is held as the device run it has. ## transfer.readback `columns` is a Record of Columns, live counts, plain values (numbers, booleans and text answer themselves) or tables of them, a Field (evaluated over the elements of the column it reads, then read; a Field that reads no column has no length and is refused naming the form to use), or a Geometry or a Part, which answers the copy holding what its columns held. A live count answers a Number, a Float or Int column a list of numbers, a vector column a list of `{x,y,z,w}`. The op waits across frames; `report` states the names, elements, bytes and frames. Anything that waits on a readback value is a planning step. ## cpu.call `fn` (input) is called with `args` (input). `returns` (param) lists the type name of each result (`Number`, `String`, `Bool`, `Function`, `List`, `Column`, `BufferRef`, or a procgen type) and a call that returns anything else is refused. `ceilingMs` (param) refuses a call that took longer. A device Column reaches the function as a `BufferRef { buffer, type, count, lanes, element }`.
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# core.raster.cells (procNode) Name the cells of a raster as a flat run, x fastest then z: the position of each cell's centre, and the place in a layer's tiled storage that holds it, optionally at an offset of whole cells. Built from `g.element.id` and `math` operators over the raster's layout members. Every node that reads or writes a layer cell by cell calls it. ## Inputs - `raster` (Raster). The raster whose cells are named. - `dx` (Number). Default `0`. Cells along x the stored place is offset by; the read is held to the edge of the field. - `dz` (Number). Default `0`. Cells along z the stored place is offset by. - `held` (Bool). Default `false`. Name every cell the tiles hold rather than the cells of the field: `heldX` cells across and `heldZ` down, the run starting `apron` cells before the field's first cell. An offset is then held to the edge of what the tiles hold. ## Outputs - `count`: the cells of the field, `cellsX` times `cellsZ`; with `held`, `heldX` times `heldZ`. - `position`: a Vec3 field: the world position of each cell's centre (a cell past the field has the position it has in the field's grid). - `index`: an Int field: the place in a layer's stored column that holds each cell, offset by `dx`, `dz` and held to the field (or to what the tiles hold, with `held`). A cell past the field is addressed in the border tile beside it.
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# attribute.set Set a named attribute on a class of a geometry (point, vertex, edge, primitive, detail). The value is a field or column with one entry per element, or one number, vector or record every element takes. A copy carrying the column comes out. ## Inputs - `geometry`: What the column is written on. A copy carrying it comes out. - `class` (one of: detail, edge, point, primitive, vertex): Which rows the column has one value for: point, vertex (one per triangle corner), edge, primitive (one per triangle) or detail (one value for the whole geometry). - `name`: What the column is called. Writing a name the class already carries replaces that column. - `value`: The column's values: a field or column evaluated per element, or one value every element takes. A record is stored as it stands, which is how an element carries a component.
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# math.mod (procNode) The remainder of `a` divided by `b` that keeps the sign of `b`, so a repeating pattern wraps the same way on both sides of zero. The `mod` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# scan The prefix fold of a run of elements, whole or per segment: running sums, running least and greatest, running products. (The running product of 4x4 matrices is `scan_mat4`.) | Specialize | Options | Meaning | |------------|---------|---------| | `T` | `f32`, `i32`, `vec2` to `vec4` of either | the element; a vector scans lane by lane | | `OP` | `add`, `min`, `max`, `mul` | the operator | `params.exclusive` picks the fold of the elements before each one or the fold up to and including it. The first element of a group has nothing before it: an exclusive scan holds 0 there for `add`, 1 for `mul`, and the element itself for `min` and `max`. `total` holds the fold of each group, 0 for an empty group. A segmented scan (`params.segments` above 0, the number of segments) restarts at each start in `starts`; an unsegmented one binds any one-word run there. One workgroup scans one group at a time, a tile of 128 elements at a time, with the fold of everything before a tile carried into the next. The dispatch size `n` is the number of elements; any workgroup count from 1 up scans every group. Exact: the order of combination is fixed, so the same run gives the same bits on every dispatch, and an integer scan is the exact integer answer. Over a live count (`COUNT=device`, see the abi README) `n` is the capacity and the first `domain_count` elements are the run. Every slot of `dst` at or past it holds the total of the last group (the whole run, or the last segment; 0 for an empty one), which is the scan of the run padded with the operator's identity. An `i32` scan's `total` is a count another kernel takes as its domain (`{ count = total, capacity = ... }`). It binds 5 storage buffers (4 in the plain variant).
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# math.floor (procNode) The greatest whole number not above the value, element by element. The `floor` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# math.floordiv (procNode) The quotient of two values rounded down: the `//` operator. Built from `math.div` and `math.floor`.
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# core.raster.blend (procNode) Blend a value into one layer of a raster, cell by cell, by a weight, over every cell the tiles hold (the cells of the field, the cells of a border tile past it and the ring around the tiles): replace, add, take the greater or lesser, or multiply. Built from `g.field.substitute` (the cell position into `value` and `weight`, each held cell at its own position) and the `grid` kernel in write mode over the raster's tile layout (`MODE = write`, `BLEND = mode`), the patch window starting `apron` cells before the field's first cell and spanning `heldX` by `heldZ`. Every tile that holds a cell, as core or as apron, receives it, so the aprons agree. The weight scales how much of the value is blended in: 0 leaves the cell alone and 1 applies the mode in full. ## Inputs - `raster` (Raster). The raster written. - `layer` (String). Default `"height"`. The layer written. - `value` (Value). Default `0.0`. What is blended in, per cell: a number, a column over the held cells (`core.raster.read` with `held`) or a field of the cell's position. - `weight` (Value). Default `1.0`. How much of the value applies per cell, 0 to 1. - `mode` (one of replace, add, max, min, multiply). Default `"replace"`. How the value meets the cell: replaces it, is added to it, or the greater, the lesser or the product of the two is kept. ## Outputs - `raster`: the raster with the layer written.
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# math.abs (procNode) The magnitude of a value, element by element. The `abs` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# math.add (procNode) The sum of two values, element by element. The `add` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# math.smoothstep (procNode) A smooth blend from 0 to 1 as `x` goes from `edge0` to `edge1`, flat outside, element by element. The `smoothstep` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# reduce Folds a run of elements to one element per group: the sum, least, greatest, mean, count, or the index of the least or greatest, of the whole run or of each segment of it. | Specialize | Options | Meaning | |------------|---------|---------| | `T` | `f32`, `i32`, `vec2` to `vec4` of either | the element; a vector folds lane by lane | | `FOLD` | `add`, `min`, `max`, `mean`, `count`, `argmin`, `argmax` | the fold | The dispatch size `n` is the number of elements. One workgroup folds one group at a time, so a segmented fold runs its segments side by side and an unsegmented one is a single group; any workgroup count from 1 up folds every group. `params.segments` above 0 makes `starts` partition the run into that many segments: it holds where each segment begins (a segment ends where the next begins, the last at `n`), and `dst` holds one element per segment. With `segments` 0 the whole run is one group, `starts` is any one-word run, and `dst` holds one element. An empty group answers 0 for every fold. `argmin` and `argmax` write the lowest index among equal elements to `picked` (for a vector element, the element that beats the best before it in every lane); every other fold writes -1 there. The mean of an integer run is the integer quotient. The bounds of a run are its `min` and its `max`. Exact: every group folds its elements in a fixed order and combines the 256 partial results in a fixed tree, so the same run gives the same bits on every dispatch, and an integer fold is the exact integer answer.
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# core.raster.read (procNode) Read a layer of a raster as a column over the field's cells, x fastest then z, each cell optionally taken from a neighbour a whole number of cells away; a read past the edge answers the edge cell. Built from `core.raster.cells` and the `gather` kernel. ## Inputs - `raster` (Raster). The raster read. - `layer` (String). Default `"height"`. The layer read. - `dx` (Number). Default `0`. Cells along x the read is offset by. - `dz` (Number). Default `0`. Cells along z the read is offset by. - `held` (Bool). Default `false`. Read every cell the tiles hold, the cells past the field included, rather than the cells of the field. ## Outputs - `value`: a Float column over the field's cells, or over the held cells. - `count`: the cells read.
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# math.clamp (procNode) The value held between a lower and an upper bound, element by element. The `clamp` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# io.luau (procNode) Run a function of a Luau module on the CPU and answer what it returns. The module is required, the function read by name, and the function called with the arguments; the result is cached by the module's checksum, the function name and the arguments, so a module edit re-cooks it. Built from `op.cpu.call` of `require` on the module, a member read of the function by name, and `op.cpu.call` of that function. Both calls run on the CPU, so a graph holding this node shows a CPU call wherever it sits. ```luau local ids = g.io.luau({ module = "@builtin::systems.procgen.nodes.scene.reads", fn = "idsOf", args = { "label", refs }, returns = { "List<String>" } }) ``` Outputs: `value` is the first returned value and `values` is the list of every returned value. ## Inputs - `module` (AssetRef<module>). Default `""`. The module that holds the function: its identity, path, AssetRef or guid. It is recorded as a dependency of the graph. - `fn` (String). Default `""`. The name of the module's function to call. - `args` (List<Value>, optional). The values the function is called with, in order. A device column is passed as a reference to its buffer. - `returns` (List<TypeName>, optional). The procgen types of the values the function returns, in order. - `ceilingMs` (Number). Default `0`. The time the function may take, in milliseconds; a call past it is refused. 0 leaves the runtime's default ceiling. ## Outputs - `value`: the first returned value. - `values`: every returned value, in order.
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# math.mul (procNode) The product of two values, element by element; a vector scaled by a number scales every component. The `mul` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# math.vec3 (procNode) A vector of three components from its parts: numbers, or vectors and runs whose components fill it in order. A part left out reads 0, so `vec3(x, y)` is (x, y, 0). The `vec3` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# math.to_int (procNode) A value truncated to a whole number held as an integer. The `to_int` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# math.vec2 (procNode) A vector of two components from its parts: numbers, or vectors and runs whose components fill it in order. A part left out reads 0, so `vec2(x)` is (x, 0). The `vec2` operation of the authoring surface, called through the Luau node on `proc.fieldc.operators`. Operands are numbers, vectors, Columns or Fields. When every operand is a plain number or vector the answer is the plain result, folded where the node cooks; otherwise the answer is a Field: a template over its operands that whatever reads it evaluates in one dispatch together with the chain around it. Nothing dispatches for this node alone.
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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# procNode: one reusable step of procedural generation A `.procNode` is a node authored as content: a folder whose `init.luau` is the node. It returns `proc.define(function(g) ... end)`, the same function-of-`g` form a `.procGraph` is written in, so a node is a small graph that other graphs call. Its `g:describe` text says what it makes and when to use it, its `g:input` declarations are what a call passes, and what it returns (or declares with `g:output`) is what the call gives back. ``` MyNode.procNode/ init.luau -- the node README.md -- what it produces, its inputs, its outputs .metadata -- description and tags ``` ## What a node states - **`g:describe(text)`**: what the node produces and when to use it. It is the text search, the node catalogue and the Inspector show. - **`g:input(name, default, opts)`**: one input of the node. The default types it (`Float`, `String`, `Bool`, `Vec3`, `Color`, `List<T>`, `Record`); `opts` adds `type` (for a default that does not state one, or none), `description`, `options`, `min`, `max` and `optional`. A call names inputs in a table, or passes them in declaration order. - **Outputs**: the returned table names them (`return { geometry = geometry }`), and `g:output(name, value)` declares one as the node builds. A node with one output answers that value to its caller; a node with several answers a record by output name; a node with none answers nothing. - **Written as literals.** What a node takes and gives is read from its source without running it, the way search and description read it here and the way ZeroMind reads it, so each declaration states its values as written: `g:describe` and each `g:input` once, at the top level of the function, with a literal name, default and options (a file constant holding a literal, or `asset.resolve("<identity>", "<type>")`, reads as one); outputs named by the table the function returns, or by `g:output`, the same names on every branch of a condition and never inside a loop. `asset.interface(node)` answers what the source declares, with each part it cannot read as a problem, and a push refuses a node with such a problem (`interface.unreadable`). - **The body** is the node's work: calls to other nodes, arithmetic over sockets, `for`, folds, steps and state, as the builder README (`proc.module/builder.module/README.md`) describes. A node that uses another node is recorded in the graph that calls it, so a node can be built from nodes. ## How a graph calls a node A node inside a `<family>.nodebox` is called by its box and folder name: `points.nodebox/disc.procNode` is `g.points.disc({ ... })`, and nothing inside the node states that name. A node is also reached by: - its path (`g["/zero/source/fx/ring.procNode"]`), - `~`, the nearest enclosing package, effect or world root (`g["~/ring"]`), - its guid, - a short name only one node answers to (`g.disc`). A name that matches two nodes and a name that matches none are errors that name the candidates. Each call is recorded in the calling graph by the node's guid, so the node travels with every graph that uses it, and a rename or a move keeps the reference. A `.procGraph` is called the same way and answers what it returns. ## Nodeboxes A nodebox is the family a node lives in: a namespace folder grouping related nodes (`points`, `mesh`, `field`, `terrain`). `nodebox.assetType` describes it. A node placed in a box takes the box's name as its prefix; a node outside any box is reached by path, `~` or guid. `asset.create("nodebox", family)` makes a box and `asset.create("procNode", name, { into = box })` makes a node in it. ## Finding nodes `asset.list("procNode")` lists every node. The `procgen` toolbox's `searchNodes` finds them by keyword and by meaning and lists them grouped by family, and its `describeNode` answers one node's inputs, their types and defaults, and its outputs. Both read what each node's source declares and run no node. The type's `indexing` recipe embeds a node's README and its source, so a search by meaning finds it by its description and by its inputs. ## Registration Every node the asset index lists is known to the procgen registry by what its source declares, read when it is asked for and read again when the source changes; nothing runs a node to list it. Its code loads the first time a build runs it. After that, the lifecycle hooks keep it current: `onChange` loads it again and hot-reloads on an edit, `onDelete` removes it. Editing `init.luau` cooks again every graph that reaches the node, and only the nodes downstream of the change do work. `init.luau` is compiled from its current source on each load, so a module it pulls in uses an absolute require (`require("@builtin::systems.procgen.proc")`). A graph that references a node which is not registered errors at load, naming the missing guid. A graph that reaches itself, directly or through other nodes, errors at cook. ## Content requirements `README.md` carries real text: what the node produces, its inputs and its outputs. `.metadata` carries a `description` (what the node computes and the value type it answers) and `tags` (the family, so search finds it). ## In the Inspector Operation: the node's id and what it does, its cost and caching when it declares them, and its inputs and outputs, from the procgen registry's schema for it. A node that did not register says so.
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# terrain Ground as nodes. `terrain.source` opens a rect of ground as a tiled raster with a `height` layer; every other node takes that raster, changes it and hands it on. | Part | Nodes | |---|---| | the ground | `source`, `from_texture`; a landscape asset comes in through `io.import` | | landforms | `flatten`, `cone`, `ridge`, `ramp`, `terrace`, `coast`, `layer`, `stamp`, `project`, `fbm` | | rules | `mask` writes a soft band over height, slope, curvature, noise or a curve into a named layer; any node's `mask` input names it | | water | `lake` (floods the seed's basin until it is dry), `sea`, `river` | | weather | `erode`: droplets walked on the device with integer sums, or thermal relaxation | | standing on it | `scatter`, `drape` | | out of the graph | `landscape` (one element standing as the ground, the `Terrain` component on it), `write` (the same landscape saved as a named `.terrainData`), `to_texture` | The landforms are one pattern: a coverage weight (`footprint`), a profile of the distance (`dome`) or a value, and `core.raster.blend`. Parts the nodes share: `footprint`, `dome`, `mask_weight`, `nearest` (the nearest point of a curve), `surface` (height, normal and slope under a position), `bilinear` (a grid of samples read between the four around a point), `texel` and `image` (a layer read per texel of an image, and the image's texels), `dimensions`, `wet` (water into a region), `control` (normalized surface weights packed as 8-bit words). The raster holds more ground than its rect: the tiles store the cells of a border tile past the rect and a ring of cells around the tiles, and every landform and every blend writes them at their own world positions, as the tiles of the ops did. A node that reads at an offset (`cell` with `dx`, `dz`, the slope and curvature of `mask`, thermal `erode`, the walk of a droplet) reads those cells, so ground beside the edge slumps, drains and washes into them. The water floods (`lake` fill) stay inside the rect. A call answers a node's output directly when it has one (`g.terrain.cone({ ... })` is the raster) and a record when it has several (`g.terrain.footprint({ ... }).weight`). `nearest` holds the module that reads a curve's polyline. `landscape` and `write` name the landscape record kind (`records/terrain.procRecord` of this package), whose module declares the surfaces and writes the container. The noise terrain's relief and masks are made of is the noise prelude of `kernels/` (`zero_angle_fbm2` and `zero_angle_warped2` for `fbm`, `zero_proc_gradient` for the noise mask), called through `field.call`. Erosion droplets are a step Field handed to the `walk` kernel, their changes summed with the `scatter` kernel.
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# Compute shader (asset type) A `.computeShader` is a GPU compute (GPGPU) program with a **zero-scaffolding** authoring contract: you write only `@compute fn main(...)` plus a declarative `bindings.yaml`, and the engine GENERATES every `@group/@binding` declaration — storage buffers, textures, samplers, storage textures, and a `params:` uniform — expands `#include`s, naga-validates the result, and registers it. The single source of truth for the binding layout is `bindings.yaml`; there are no hand-written `@binding` lines to keep in sync. > New to how content lives across the CPU and GPU? Read `core/resource-model` > first: it covers the asset / CPU / GPU forms every resource takes, the upload > path, and how compute fits the performance ladder (`core/performance`). ## Folder shape A `.computeShader` is a folder asset: ``` <name>.computeShader/ shader.wgsl # the WGSL body — only `@compute fn main` + helpers (required) bindings.yaml # the binding + params schema (required) README.md # a one-paragraph description of THIS shader (required) .metadata # asset metadata ``` Each file carries a committed `.meta` sidecar pinning its stable guid. The identity is `<name>` (the `.computeShader` suffix strips). Resolve the shader once, then dispatch through the reference: ```lua local carve = asset.resolve("carve", "computeShader") carve:dispatch({ buffers = { heights }, workgroups = { 64 } }) ``` `asset.resolve` is what records your script's dependency on the shader, so the shader travels with the world your script lives in — packed, pulled, or published. It compiles on first dispatch; there is no setup step. ## bindings.yaml One ordered `bindings:` list — the binding index is the list position (0, 1, 2, …) — plus an optional `params:` scalar-uniform block. `kind` defaults to `buffer` when omitted. ```yaml bindings: - { name: clouds, kind: storage3d, format: rgba16f } # texture_storage_3d<rgba16float, write> - { name: occupancy, kind: texture3d } # texture_3d<f32> - { name: smp, kind: sampler } # sampler - { name: out_tex, kind: storage2d, format: rgba16f } # texture_storage_2d<rgba16float, write> - { name: U, kind: buffer, access: read, element: f32 } # var<storage, read> U: array<f32> - { name: Uniforms, kind: buffer, access: read, element: VolumeUniforms, array: false } # var<storage, read> Uniforms: VolumeUniforms params: - { name: scale, type: float, default: 2.0 } - { name: count, type: int, default: 0 } ``` | `kind` | extra keys | generated WGSL declaration | |---|---|---| | `buffer` (default) | `access: read \| read_write` (default `read_write`), `element: <wgsl type>` (default `f32`), `array: true \| false` (default `true`) | `var<storage, ACCESS> NAME: array<ELEMENT>;` (or `… NAME: ELEMENT;` when `array: false`) | | `texture3d` | — | `var NAME: texture_3d<f32>;` | | `texture2d` | `sample: float \| uint \| sint` (default `float`) | `var NAME: texture_2d<f32>;`, or `<u32>` / `<i32>` for the other classes | | `texture_depth` | — | `var NAME: texture_depth_2d;` — the one sampled shape with no `sample:` of its own; a depth-aspect channel (`@scene.depth`) binds here, not through `texture2d` | | `storage3d` | `format`, `access: write \| read \| read_write` (default `write`) | `var NAME: texture_storage_3d<FMT, ACCESS>;` | | `storage2d` | `format`, `access: write \| read \| read_write` (default `write`) | `var NAME: texture_storage_2d<FMT, ACCESS>;` | | `sampler` | — | `var NAME: sampler;` | | `textureCubeArray` | — | `var NAME: texture_cube_array<f32>;` — the environment cube array, bound to `@scene.environment` by a render feature's pass | | `vertices` | `access: read \| read_write` (default `read_write`) | `var<storage, ACCESS> NAME: array<u32>;` plus the mesh's layout uniform and the `zeroVertex*` accessors | | `acceleration_structure` | — | `var NAME: acceleration_structure;` (hardware ray tracing) | - **Eight storage buffers per shader** — the WebGPU guarantee, and what the engine asks every device for. `buffer` and `vertices` bindings spend that budget; textures, samplers, storage textures and `params:` do not. An `acceleration_structure` brings engine-owned buffers with it — **three** where the device has hardware ray query (the tables `zeroHitSurface` / `zeroMaterial` read) and **five** on the software backend (those, plus the scene triangles and the hierarchy over them) — so a traced pass has three slots of its own on the backend web users get. Over budget, the engine refuses the shader and logs which buffers it declared. - A `buffer` defaults to `array<ELEMENT>`. Set `array: false` for a single NON-array storage buffer — a struct binding (e.g. `element: VolumeUniforms`, `array: false` → `var<storage, read> NAME: VolumeUniforms;`). The struct definition itself lives in `shader.wgsl`, not `bindings.yaml`. - **A sampled texture binds under the class its FORMAT puts it in**, so `sample` states that class and the generated `texture_2d<..>` matches it. An integer channel — `@scene.material`, which is `Rgba8Uint` — is `uint`; everything else is the `float` default. Bind an integer channel to a `float` slot and the engine refuses the pass and names both classes, because the device would otherwise reject the bind group and invalidate the pipeline. - A storage texture's `access` decides both the generated declaration and the layout the engine registers, so the two always agree. It defaults to `write`, the access every target grants every storage-compatible format. `read_write` is granted on `r32f` alone; declaring it on any other format is refused at the compile, with the reason on `compute.programState`. A pass that needs to read a wider target reads it through a separate `texture3d` / `texture2d` binding, or through a second storage binding declared `read`. - `format` tags (storage textures): `r8`, `r16f`, `r32f`, `rgba8`, `rgba16f`, `rgba32f`. Storage textures only allow storage-compatible formats (`r32f` / `rgba8` / `rgba16f` / `rgba32f`). - An `acceleration_structure` binding resolves to the scene acceleration structure when the shader runs as a render-pass with ray tracing enabled (`renderer.setRaytrace(true)`). Declaring one makes the engine emit the helper functions the body can call: `zeroTraceClosest(origin, dir, t_min, t_max) -> ZeroHit` (struct: `hit, t, instance, primitive, bary, attr`, where `instance` is the hit object's render slot), `zeroTraceAny(origin, dir, t_min, t_max) -> bool` (terminate-on-first-hit, for shadow/occlusion rays), and `zeroHitSurface(hit) -> ZeroSurface` (`normal, uv, material`) + `zeroMaterial(index) -> ZeroMaterial` (`base_color, emissive, metallic, roughness`) to shade what a hit landed on. The same surface works on both backends — hardware ray query and the software/compute path — so the shader doesn't branch on `renderer.raytraceCapability()`. Bind it from a render-pass, which is where the scene acceleration structure exists. `params:` declares scalar uniforms (`type: float | int`). When non-empty the engine appends a `ZeroComputeParams` uniform as the trailing binding (read it in WGSL as `params.<name>`) and tunes its values at runtime with `shaderRef:setParam(prop, value)`. ## The kernel ABI: `columns`, counted and appended outputs, `specialize`, `determinism` One shader asset can serve many shapes of data. `bindings.yaml` states the shape with these extensions, and the engine's compile path lowers them to the plain bindings and WGSL above (`modules/compute_abi`, whose README has the whole surface): ```yaml workgroup: 64 # the size the body declares (default 64) bindings: - { name: cols, kind: columns, access: read } # a table of columns in one binding - { name: src, kind: buffer, access: read, element: T } - { name: dst, kind: buffer, access: read_write, element: T, count: "len(src)" } - { name: hits, kind: buffer, access: read_write, element: vec4<f32>, capacity: "n * 4", append: true } specialize: - { name: T, options: [f32, i32, vec2<f32>, vec3<f32>, vec4<f32>] } - { name: FOLD, options: [add, min, max] } - { name: BODY, kind: source, default: "0.0" } # text that replaces the identifier determinism: exact # or float_order ``` - A `buffer` of a scalar or vector element gets `NAME_get(i)`, `NAME_len()` and (unless `access: read`) `NAME_set(i, v)`. A `vec3` element is stored as a flat scalar array, so a column of vec3 keeps its 12-byte stride. `zero_n()` is the dispatch size. - `columns` binds a table of columns (`compute_abi.table`) as one storage buffer; `cols_f32(c, i, lane)`, `cols_vec3(c, i)` and the rest read it. - `count` / `capacity` give the size, in elements, of an output the run allocates. `append: true` adds a live counter binding, `NAME_count`, with `NAME_store(slot, v)`, `NAME_set_count(n)` and, under `determinism: float_order`, `NAME_append(v)`. - `specialize` parameters are compile-time: type options become `alias NAME`, named options become `const NAME` and `NAME_<option>`, `kind: source` text replaces the identifier. Each specialization compiles once. - `determinism: exact` refuses `NAME_append`: an exact output is written at ranks the kernel computed. Dispatch such a shader through its program: ```lua local variant = shaderRef:program():variant({ specialize = { T = "vec3<f32>" } }) local run = variant:run({ n = 64, inputs = { src = srcBuffer } }) local values = require("@builtin::modules.compute_abi").read(run.outputs.dst.buffer) ``` `shaderRef:program()` answers the same program, with the variants it has lowered and compiled, for as long as `shader.wgsl` and `bindings.yaml` hold the bytes they held when it was made. A write to either file, from any origin (`vfs.contentVersion` moves), makes the next `program()` a new one, and a dispatch through it runs the new text. The schema `getBindings()` answers is the one the program was made over. ## Writing a mesh's vertices — `kind: vertices` A mesh's vertices are raw bytes on the GPU, and the engine stores a mesh in one of two layouts: 92 bytes a vertex with every attribute a `f32`, or 32 bytes a vertex with normals and tangents quantized to bytes and UVs to shorts. Which one a mesh got depends on the mesh. Declare `kind: vertices` and the shader is handed both the buffer and the layout that mesh is in, plus accessors that address it: ```yaml bindings: - { name: verts, kind: vertices } # the mesh, writable - { name: heights, kind: buffer, access: read, element: f32 } params: - { name: lift, type: float, default: 1.0 } ``` ```wgsl @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x >= zeroVertexCount()) { return; } var p = zeroVertexPosition(id.x); p.y = p.y + heights[id.x] * params.lift; zeroSetVertexPosition(id.x, p); zeroSetVertexNormal(id.x, vec3<f32>(0.0, 1.0, 0.0)); } ``` ```lua carve:dispatchOnVertices({ model = meshRef:handle().guid, buffers = { heights }, workgroups = { 64 } }) ``` The accessors, over a binding declared `read_write`: | read | write | |---|---| | `zeroVertexCount() -> u32` | — | | `zeroVertexPosition(i) -> vec3<f32>` | `zeroSetVertexPosition(i, vec3<f32>)` | | `zeroVertexNormal(i) -> vec3<f32>` | `zeroSetVertexNormal(i, vec3<f32>)` | | `zeroVertexTangent(i) -> vec4<f32>` | `zeroSetVertexTangent(i, vec4<f32>)` | | `zeroVertexUv(i) -> vec2<f32>` | `zeroSetVertexUv(i, vec2<f32>)` | | `zeroVertexColor(i) -> vec4<f32>` | `zeroSetVertexColor(i, vec4<f32>)` | | `zeroVertexNodeIndex(i) -> u32` | — | | `zeroVertexWord(i, offset) -> u32` | — | `access: read` gives you the readers only — a `var<storage, read>` binding cannot be assigned to, so the writers are left out rather than handed to you broken. Once a pass has written a mesh's vertices, the engine bounds that mesh by what the pass wrote: it reduces the vertices to an AABB every frame and culls against that, so geometry a pass moves across the scene needs no oversized placeholder to survive culling. `renderer.mesh.boundsSource(guid)` reports `"compute"` for such a mesh and `"geometry"` for one still bounded by what it was created with. A shader declares at most one `vertices` binding; the accessors are generated for that mesh. It can be declared anywhere in the list — the mesh is bound by the dispatch, and `buffers` fills the other storage slots in declaration order. The tangent's `w` carries handedness, and quantized normals/tangents come back in -1..1 while quantized UVs and colours come back in 0..1, so the values are the same ones a surface shader sees whichever layout the mesh is in. ## shader.wgsl Write only `@compute fn main` (and any helpers / `#include`s). The names declared in `bindings.yaml` are in scope — `data`, `out_tex`, `params.scale`, … — with no `@group`/`@binding` lines of your own. ```wgsl // @domain: compute // Bindings are declared in bindings.yaml — do NOT write @group/@binding here. @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x < arrayLength(&data)) { data[id.x] = data[id.x] * 2.0; } } ``` ## Dispatch & runtime Everything a compute shader does, it does through its reference: | method | what it does | |---|---| | `ref:dispatch(opts)` | `{ buffers, workgroups, params? }` — bind one buffer per declared storage binding, in order | | `ref:dispatchOnVertices(opts)` | `{ model, buffers?, workgroups, params? }` — bind the mesh `model` names to the `vertices` binding, `buffers` filling the rest | | `ref:dispatchEx(opts)` | `{ resources, workgroups }` — for shaders mixing textures, samplers and storage textures: one `{ kind, name }` per declared binding, in order | | `ref:setParam(prop, value)` | write one `params:` scalar uniform | | `ref:createBuffer(name, opts)` | `{ type, len, usage? }` — a GPU buffer owned by this shader | | `ref:buffer(name)` | the buffer this shader last made under `name` | | `ref:getBindings()` | the parsed `bindings.yaml` schema, read and parsed again only after the file is written | | `ref:getSource()` / `ref:setSource(wgsl)` | read / overwrite `shader.wgsl` | | `ref:compile()` | compile now instead of on the first dispatch | | `ref:status()` | what the engine did with this shader's dispatches, one record per target | The `params:` uniform is engine-owned and takes no entry in `buffers` or `resources`, and neither does a `vertices` binding's layout. `setParam` writes the uniform every later dispatch reads. A dispatch that passes `params = { name = value }` reads those values instead, in a copy of the uniform only it binds, with every name it leaves out at the value the shader holds — so one shader dispatched twice in a frame over different data reads different values each time: ```lua lift:dispatch({ buffers = { a }, workgroups = { 4 }, params = { height = 1.0 } }) lift:dispatch({ buffers = { b }, workgroups = { 4 }, params = { height = 3.0 } }) ``` A name the shader does not declare fails that dispatch, and the failure names what it does declare. ### `dispatchEx` resources Each `resources` entry fills the binding at its position. Its `kind` says what the resource is, in the words `bindings.yaml` uses, and the binding decides how it is read. A slot takes the kind it is declared with; a `texture2d` slot also reads a storage texture, a side of a history pair or the scene depth, and a `storage2d` slot also writes this frame's side of a history pair: | binding's `bindings.yaml` kind | `resources` entry | `name` | |---|---|---| | `buffer` | `{ kind = "buffer", name = buf }` | a buffer handle from `ref:createBuffer` | | `texture3d` | `{ kind = "texture3d", name = vol }` | a 3D texture handle from `ref:createTexture3D` | | `storage3d` | `{ kind = "storage3d", name = vol }` | a 3D texture handle from `ref:createTexture3D` made with `storage = true` | | `storage2d` | `{ kind = "storage2d", name = target }` | a storage texture handle from `ref:createStorageTexture2D` | | `storage2d` | `{ kind = "history_curr", name = history }` | a history pair from `ref:createTextureHistory`: this frame's side | | `texture2d` | `{ kind = "texture2d", name = tex }` | a handle `ref:copyBufferToTexture` returns, or a texture asset's guid once `texRef:handle()` has made it GPU-resident | | `texture2d` | `{ kind = "storage2d", name = target }` | a storage texture handle, read as a texture | | `texture2d` | `{ kind = "history_prev", name = history }` / `{ kind = "history_curr", name = history }` | a history pair: the previous frame's side or this frame's | | `texture2d` | `{ kind = "scene_depth" }` | none: the frame's scene depth | | `sampler` | `{ kind = "sampler", name = smp }` | a sampler handle from `ref:createSampler` | `texture3d` and `storage3d` name the same resource, a 3D texture, so either one fills either slot. The engine's own spellings name the same resources and keep working: `texture_3d` for `texture3d` and `storage3d`, `texture_2d` for `texture2d`, and `storage_2d` for `storage2d`. Any other `kind` is refused at the call, naming every kind it accepts. A `vertices` binding is filled by `ref:dispatchOnVertices`, and `texture_depth`, `textureCubeArray` and `acceleration_structure` bindings by a render feature's pass. ```lua local march = asset.resolve("volume_march", "computeShader") -- bindings.yaml: density (storage3d), out_tex (storage2d), U (buffer) march:dispatchEx({ resources = { { kind = "storage3d", name = density }, { kind = "storage2d", name = target }, { kind = "buffer", name = uniforms }, }, workgroups = { 8, 8, 8 }, }) ``` `workgroups` is `{ x, y, z }`, `{ x }`, or a bare `x`, and every dimension it leaves out is 1. A zero in any dimension is refused: the dispatch is dropped and recorded as a failure, so it surfaces in `ref:status()` and `compute.failing()` with the reason. A count derived from how much data there is passes through `math.max` first, so an empty set dispatches one workgroup rather than none: ```lua carve:dispatch({ buffers = { heights }, workgroups = { math.max(1, math.ceil(#points / 64)) } }) ``` ### Buffers and readback (the CPU side) A buffer is created through the shader that owns it and comes back as a handle. Pass the handle to a dispatch — including another shader's — to bind it there: ```lua local double = asset.resolve("@builtin::shaders.compute_double", "computeShader") -- `type` is the element the shader declares, `len` how many of them. local data = double:createBuffer("data", { type = "f32", len = 4, usage = { "readback" } }) data:write({ 1.0, 2.0, 3.0, 4.0 }) -- :writeU32 for integer words, :writeBytes for packed bytes double:dispatch({ buffers = { data }, workgroups = { 1, 1, 1 } }) local pending = data:read() -- starts an async GPU->CPU readback -- a frame or two later, drain it (nil until it has arrived): local out = pending:result() -- :resultU32 / :resultBytes read the same bytes another way data:destroy() -- free it when done ``` `type` is one of `"f32"`, `"vec3"`, `"vec4"`, `"quat"`, `"mat4"`, and `usage` adds `"readback"`, `"vertex"`, `"index"` or `"indirect"` on top of the storage a buffer always has. An `"indirect"` buffer holds a draw's arguments where the GPU reads them, so a shader that compacts geometry writes the drawn count into the same dispatch that produced it and a render feature's `kind = "draw"` pass submits exactly that — the `renderFeature` asset type's README documents that pass and the `storage.indirect` name it reads. The handle's key is the shader's guid plus the name you gave it and a serial, so two shaders that both want a buffer called `data` get one each — and so do two callers asking this same shader for one. `ref:buffer(name)` returns the last one made under that name, which is how two callers share one on purpose. A buffer that no shader computes — a vertex or index run that is only ever drawn — is allocated straight from the primitive instead: `substrate.createBuffer({ name = ..., type = ..., len = ..., kind = "gpu", usage = { "vertex" } })`. The first dispatch of a shader compiles it, so the very first readback can still reflect the un-run shader; dispatch again once it is compiled, or `ref:compile()` to pre-warm. This create/write/dispatch/readback loop is the CPU side of the resource model in `core/resource-model`. ### Is it compiled? `ref:compile()` queues the compile; the pipeline is built on the render side frames later, so that call cannot say whether it produced a program. `compute.programState(ref)` is where that lands: ```lua if compute.programState(carve) == "ready" then carve:dispatch(opts) end local state, reason = compute.programState(carve) if state == "failed" then print(reason) end ``` - `"absent"` — the engine holds nothing under this key and nothing is in flight: never asked for, or released. - `"pending"` — a compile was asked for and has not reached the device. A recompile of a resident program reads pending too, because what it produces is a different program from the one bound now — which is what makes this the precondition to wait on after an edit. - `"ready"` — compiled and resident, so a dispatch naming it binds it. - `"failed"` — the most recent compile produced no program, and the second return says why. A dispatch issued while the program is `"pending"` is held behind the compile and dropped if it never lands, so a readback taken before `"ready"` reports the buffer as it was. Wait for `"ready"`, not for a count of frames. ### Did it run? A dispatch is recorded into a command encoder frames after the call that asked for it returned, so that call's `true` means "queued", not "ran". `ref:status()` is where the outcome lands — one record per target, cumulative: ```lua for _, d in ipairs(carve:status()) do print(d.target, d.ok, d.dispatches, d.failures, d.lastError) end ``` `target` is the mesh guid for a `dispatchOnVertices` and the buffers it bound for a dispatch that writes only those, so two systems driving one shader over their own buffers read as the two passes they are. `ok` is the most recent outcome; `lastError` says why the last failure failed and is kept after a recovery. An empty result means nothing has dispatched this shader at all. `compute.failing()` answers the same question across every shader at once. A failing dispatch also posts a notice, so a pass that stops running reports itself rather than waiting to be found. ### Running one every frame A `kind = "compute"` substrate job queues one dispatch per frame: ```lua jobs.register({ phase = "main", executor = { kind = "compute", shader = asset.resolve("carve", "computeShader"), buffers = { "heights" }, workgroups = { 64 }, }, }) ``` ## Registration & hot reload Writing `shader.wgsl` or `bindings.yaml` fires the `.computeShader` assetType's `onChange`, which calls `__compute.compile` — that generates the binding declarations, expands `#include`s, naga-validates, and registers. This happens on create and on every edit, so saving recompiles with no world reload. A shader with invalid WGSL (a type mismatch, an undefined name) **fails to compile** with the reason logged (`[compute] Compile of '<name>' failed: …`) and is **not** registered. You don't need to register a shader before dispatching it — the first dispatch auto-compiles it on use. `ref:compile()` remains as an optional explicit pre-warm, only to avoid the one-frame first-dispatch warm-up in a latency-critical spot. ## What compute is holding, and why a key names nothing Every buffer, volume, storage target, history pair and sampler a dispatch can bind is filed under a key, and `compute.observe()` lists all of them with what each costs: ```lua local r = compute.observe() print(r.totals.count, r.totals.bytes) for _, res in ipairs(r.resources) do print(res.key, res.kind, res.bytes, res.owner.name) end ``` A row carries the key verbatim — the same string a dispatch names it by and a dispatch-failure message prints — plus its `kind`, its `bytes`, its extent and `format` where it has them, the `usage` bits it was created with, and the frame it was created on. `owner` is read back out of the key (`<shader-guid>::<name>#<serial>`), so a resource nothing has ever dispatched over still names the shader that made it. `compute.resources(ref)` narrows to one shader's — including the `<shader-guid>::__params` uniform the compile created for a `params:` block, which the shader owns like any other resource. `r.totals.bytes` is the `compute` figure of `renderer.gpuMemory()` — the two are read off the same registries, so a listing accounts for the category exactly. The same reading is served at `/zero/runtime/compute`. When a key names nothing, `compute.diagnose(key)` says which of the states the inventory distinguishes it is in, from the closed set `compute.absentReasons()` enumerates: | reason | what the inventory read | |---|---| | `resident` | a resource is filed under exactly this key; the row is on `resource` | | `replaced` | the owner holds the same name at a different serial — `current` names the live key | | `nameUnused` | the owner holds resources, none under this name | | `ownerAbsent` | no live resource carries this key's owner | | `unowned` | the key carries no owner segment, and nothing is filed under it | | `notPublished` | no renderer has published an inventory, so no key can be answered for | So a key out of `[compute] dispatch '…' failed` resolves against what exists, and a typo reports which part of it the engine could not match rather than coming back empty. A reason is the inventory at the moment the call read it. The reading is republished on a frame where a registry gained or lost an entry, so a resource created and diagnosed inside one script sees the reading from before it was made; wait a frame and ask again. ## Discovery - `asset.list("computeShader")` — every registered compute shader. - `asset.inspect("<name>")` — status, source, parse errors, this README. - `computeRef:getBindings()` — the parsed `bindings.yaml` schema (`{ bindings, params }`). - `compute.programState(ref)` — whether the program is compiled, still compiling, or failed, and why. - `compute.observe()` — every GPU resource compute holds, and what it costs. - `compute.diagnose(key)` — whether a key names a live resource, and why not. - `profiler.gpuFrame()` — what each dispatch of this shader spends on the GPU. A dispatch is timed under `compute.<identity>` — the same identity `asset.resolve` takes, so a timing row names the shader that produced it. ## Common pitfalls - **Compute shaders don't render** — verify output via a buffer readback or a debug pass, not a screenshot. - **`ref:compile()` returns before the program exists** — the pipeline is built on the render side; `compute.programState(ref)` says when it is `"ready"`, and a dispatch issued before that is dropped. - **A dispatch call returning true means queued** — ask `ref:status()` whether it ran. - **A destroyed buffer is refused where it is bound** — a handle outlives its storage, and `buf:alive()` reports which. - **Binding order is the contract** — `buffers` and `resources` bind in `bindings:` list order; reordering the list reorders the bindings. - **Don't write `@group`/`@binding` in `shader.wgsl`** — the engine owns them; re-declaring is the fastest way to a layout mismatch. - **Don't infer a mesh's vertex stride** — declare `kind: vertices` and use the accessors. A wrong stride writes positions correctly and normals into the wrong word, which renders as flat lighting rather than as broken geometry. - **Storage-texture format must be storage-compatible** — `r32f` / `rgba8` / `rgba16f` / `rgba32f`; others are rejected at compile. - **A key that comes back empty is not the same as one that failed** — `compute.diagnose(key)` separates a name never used from a generation that was replaced, and names the live key in the second case. ## Related types - `.shader` — render-domain shaders (surface, sky, post-process, screen) and the legacy `@domain: compute` fallback. ## In the Inspector Selecting a compute shader opens its **Compute** section: whether its program is ready (and why not), how many dispatches it has run and failed in this session (and the last error), tables of the bindings and params its `bindings.yaml` declares, and openers for `shader.wgsl` and `bindings.yaml`.
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# math One node per operator and function of the authoring surface: add, sub, mul, div, mod, pow, neg, abs, min, max, floor, ceil, sqrt, sin, cos, tan, acos, atan, log, sign, deg, rad, clamp, lerp, smoothstep, length, normalize, dot, cross, vec2, vec3, vec4, the comparisons (lt, le, gt, ge, eq, ne, and `compare` over them), `where`, the integer functions (to_int, to_float, bor, bxor, shl, floordiv), and `concat` for text. Operators and `math.*` over sockets resolve to these nodes. Each calls an operation of `proc.fieldc.operators`: over plain numbers and vectors it answers the plain result, over a Column or a Field it answers a Field (a fieldc template), so a chain of math nodes is one expression that the node consuming it evaluates in a single dispatch (`fieldc.evaluate`).
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# io The ways in and out of a graph: `luau` runs a function of a Luau module on the CPU, `output` shows a value in the world and answers a Handle, `export` saves a value as an asset, and `engine` calls the engine bridge the core reading nodes and `export` use. `output` holds `show.module` and `engine` holds `engine.module`, the functions they call.
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# core The parts the other procgen nodes are built from: connectivity (edges, boundary, adjacency, islands, owner, corners), normals, weld, select, stitch, curve measure and resample, sampling, neighbours, realize, the raster set (`raster.new`, `raster.read`, `raster.stencil`, `raster.sample`, `raster.add_layer`, `raster.remove_layer`, `raster.reduce`, `raster.column`, `raster.resolve`, `raster.blend`, and `raster.cells` under them), `column`, and `entity.read`, which brings scene entities in (assets come in through `io.import`). Each is a graph of the four ops, the kernels of `kernels/` and other core nodes. `join` holds the module that places the parts of a join, called by `concat` and `realize`. A graph calls them as `g.core.<name>`, for instance `g.core.edges`. A node with several outputs answers a record: `local faces = g.core.normals.face(...)` then `faces.geometry`, `faces.scaled`. Every node's README states its inputs and outputs.
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# proc.noise Deterministic, portable value/gradient noise. Part of `@builtin::systems.procgen.proc`. Built on the integer-lattice hash in `proc.hash` (`latticeCell2/3` / `unitCell2/3` — the corner hashes of one cell, each bit-identical to the matching `hashInts` call): every lattice corner's random value/gradient is integer-derived, and the only continuous math is the quintic fade + linear interpolation. No float transcendentals and no `math.random`, so the result is bit-identical on native, WASM, and Android — which is what makes a procedural texture reproducible everywhere. Exposes `value2`/`value3`, `gradient2`/`gradient3`, and `fbm`.
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# proc.fields Value wrappers for the procedural-generation type system: `Field<T>`, `PointCloud` and `Population`. Part of `@builtin::systems.procgen.proc`. Typed values backed by plain strided Luau arrays. - **`Field<T>`** — a lazy per-element value. `Field.constant(t, values)`, `Field.fn(t, stride, f)`, `Field.buffer(t, stride, buf)`; `:sample(id)` → the `stride` components, `:materialize(count)` → a flat `count*stride` array. - **`PointCloud`** — the value a `.procNode` input declared `PointCloud` receives (`proc.substrate.toPointCloud`); every other input, and every op, takes points as a `Geometry` (`proc.geometry.new`). `PointCloud.new(positions)` (flat stride-3 array); `:count()`, `:position(id)`, `:setAttribute(name, field)` / `:getAttribute(name)` / `:attributeNames()`. - **`Field.transform(offset, orient, scale)`** — a per-element transform whose three parts are fields of their own, so each compiles to the device; `:transformParts()` hands them back. Every value carries a `__proc_type` tag that `proc.types.typeOf` reads (`"Field<Vec3>"`, `"PointCloud"`, `"Population"`).
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# fieldc A Field is a per-element expression. `fieldc` holds what a Field is made of and how it runs: a chain of templates over a position leaf, an element number, column reads and numbers is written as one WGSL function and runs as ONE dispatch of `kernels/map`, wherever it is consumed. Nothing dispatches per operator. ## Where a Field is evaluated ```luau local column = fieldc.evaluate(field, domain, opts) ``` The one entry point a consumer of a Field calls (a kernel's input, an attribute write, an output): `device.kernel` for a Field bound to a column input, `attribute.write` for a Field value, and every other node that needs a Column. - `field`: a Field, a Column, a `BufferRef` (a device column handed through `cpu.call`), a number or a vector record. - `domain`: a number of elements, or a Geometry (its `opts.class` elements, points by default), whose attributes the leaves reading the evaluation domain bind. - `opts`: `{ class, count, type, clock, where, label }`. `type = "Int"` writes i32 words (a Field tagged Int does so by default). `clock` is `{ time, frame, fps, duration }`: animated values are first sampled there. `where` names the caller in a refusal. - Answers a Column of the domain's count. Raises, naming what refused, when the chain cannot be written as a function. A chain holding an animated value or a live run answers a live column. `fieldc.liveRuns` finds it and `fieldc.tick(runs, clock)` rewrites it each frame: the animated values are sampled at the clock and written into the numbers the dispatch reads, and the dispatch runs again into the same run. An animated input therefore changes the result every frame without a cook. ## Fields the nodes make | Construct | Module | Answers | |---|---|---| | `fieldc.field(v)` | `fieldc` | any socket value as a Field: Field, Column, BufferRef, number, vector, animated value | | `operators.apply(name, ...)` | `fieldc.operators` | `math.*`: the plain result over numbers and vectors, a Field over a run or a Field | | `fieldc.element(name, class?, width?)` | `fieldc` | what `g.element` stands for: `"id"`, `"P"`, or a column of the domain (`g.element.point.N` is `element("N", "point")`) | | `leaves.elementId()` | `fieldc.leaves` | the element number, an Int Field (`g.element.id`) | | `fieldc.position` | `fieldc` | the position leaf `p` (`g.element.P`) | | `leaves.context(class, name, width?)` | `fieldc.leaves` | an attribute of the evaluation domain | | `leaves.rand(seed, scope, id)` | `fieldc.leaves` | the unit draw, equal to `hash.unitFloat` to the bit | | `leaves.call(fn, args)` | `fieldc.leaves` | a function of a prelude shader module of `kernels/` | | `leaves.gather(column, index)` | `fieldc.leaves` | a run read at computed elements | | `leaves.substitute(field, position)` | `fieldc.leaves` | the chain read at another point (`fieldc.withPosition`) | | `leaves.index(domain)` | `fieldc.leaves` | an Int column of 0 to n - 1 | A Field made by these answers `f.x`, `f.y`, `f.z`, `f.w` as the Field of that component. Components are Fields, so the Field of a vector is built from them with `operators.vec2`, `operators.vec3` or `operators.vec4`; Luau's `vector.create` takes numbers. ## How the leaves reach the kernel A chain's leaves are columns. `kernels/map` states every leaf's shape in its `cols` table and reads up to as many leaves as one dispatch has storage buffers for (`compute_abi.directLimit`: 8 per stage on every target, less the table, the numbers and the output, so 5 for `map`) straight from the buffer of the leaf's own run, at no cost beyond the binding. A chain of up to 5 leaf columns is the one dispatch of `map` and nothing else. Leaves past those are copied into the table, one copy dispatch each. `fieldc.bindSpec(spec, { direct })` makes the table; `direct` is the list of leaf slots read from their own runs (`compute_abi.directPlan(columns, limit)`), and the variant is made with the same list: `program:variant({ specialize = ..., direct = { cols = direct } })`. Without `direct` every leaf is copied into the table. `fieldc.operators` folds numbers: every operand a number or vector gives a number or vector. A narrower operand widens to the widest (a number applies to every component, a shorter vector reads 0 where it has none). Division and remainder by 0, the square root and the logarithm of a value at or below 0 answer 0. ## The walk step contract (for `kernels/walk`) A walk kernel takes its per-walker function as a Field spec, the way `kernels/map` takes `TEMPLATE`. ```luau local spec = fieldc.walkSpec(step, { width = 2, count = walkers, done = stop }) -- a state of 8 floats: lanes 0 to 3 in `step`, lanes 4 to 7 in `high` local wide = fieldc.walkSpec(low, { width = 8, count = walkers, high = high }) local bound = fieldc.bindSpec(spec) -- specialize = spec.specialize; bind cols = bound.cols:buffer(), u = bound.u ``` - `width`: floats per state, 1 to 8. `step` is the next state's lanes 0 to 3, a Field of `min(width, 4)` components; above 4, `opts.high` is the Field of the `width - 4` components of lanes 4 to 7. - The state is read through `fieldc.walkState(count, first?)`: `count` (1 to 4) lanes from lane `first` (default 0), all inside lanes 0 to 3 or all inside lanes 4 to 7. A state of 8 floats is read as two leaves, `walkState(4, 0)` and `walkState(4, 4)`. The nodes `field.walk_state({ count, first })` and `field.walk_index()` are these leaves in a graph. - `step` and `high` are written over the state leaves, `fieldc.walkIndex()` (the step number k, from 0), `leaves.elementId()` (the walker's number), Column reads (one value per walker, or a gather at a computed index) and numbers. - `opts.done`: an optional Field<Float> over the same leaves; the walker stops before step k when it is not 0. - `spec.specialize` is a table of the specialization values the walk kernel takes, ready to hand to `device.kernel` / `program:variant` as its `specialize` value: `WALK_STEP` (`zero_walk_chain_step(s, s_hi, k, id)`), `WALK_STEP_HI` (`zero_walk_chain_step_hi(s, s_hi, k, id)`, or `s_hi` when `width` is 4 or less), `WALK_DONE` (`zero_walk_chain_done(s, s_hi, k, id)`, or `false` when there is no `done`) and `WALK_PRELUDE`, the module-scope WGSL that defines those functions, preceded by the preludes the chain calls. Lanes 0 to `width - 1` of `s` (lanes 0 to 3) and `s_hi` (lanes 4 to 7) are the state. - The functions read its leaves through a `cols` columns binding (`cols_f32(slot, i, 0u)`, `cols_vec3(slot, i)`, `cols_i32` for Int runs) and its numbers through `u_get(k)`: the kernel declares those two bindings exactly as `kernels/map` does. `fieldc.bindSpec(spec)` answers the table (`cols`) and the numbers buffer (`u`) to bind; `release()` lets both go. - A read past a run's end reads its last element. ## Other entry points `fieldc.mapSpec(chain, count, domain, { position })` writes a chain as one function for `kernels/map` and `fieldc.runMap(spec)` runs it. `fieldc.compile` / `fieldc.column` write the same chain as a kernel of its own; they stay for the consumers that bind buffers directly.
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# proc.hash Deterministic, portable scoped hashing for the procgen evaluator. `scoped(seed, graphId, compositePath, nodeId, channel, elementId) -> number` folds its arguments with 32-bit FNV-1a (via an exact 16-bit-split `mul32`) and a final avalanche, producing a bit-identical `u32` on native, WASM, and Android. `unitFloat(...)` maps the same scope to a value in `[0, 1)` for deterministic random draws. No `math.random` / `os.time` / float transcendentals — determinism is the contract. The per-element scope (`elementId`) keeps a given element's draw stable as unrelated element counts grow.
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# procRecord: a kind of record a graph makes and saves A `.procRecord` defines a kind of value a procedural graph moves that becomes an asset when it is saved: a material, a mesh, a texture, or a kind a world defines for its own asset type. Its `init.luau` returns `proc.record({ ... })`: ``` Glow.procRecord/ init.luau -- returns proc.record({ ... }) README.md -- what a record holds and the asset it saves as .metadata -- description and tags ``` ## What a kind states - **`name`**: the kind's display name. A kind is identified by its guid, so two kinds may share a name. - **`asset`**: the asset type a record saves as (`"material"`). - **`applies`**: `{ component, field }`, the component a record stands in live and the field it feeds (`{ component = "Material", field = "material" }`). - **`fields`**: the record's own fields by name, each with a short description. - **`live(record, key)`**: the runtime value the applied field takes, filed under `key`. - **`save(record, name, place)`**: writes the record as its asset and answers the reference. Left out, the asset type's own `graph.write` writes it. - **`load(ref, options)`**: the record an asset of the kind holds. Left out, the asset type's own `graph.read` reads it. ## How records travel A record carries its kind's guid as `kind`. The node that writes a record holds it on an element, in the attribute named after the component the kind applies to (`Material = { material = <record> }`), and states the kind on the geometry's detail attribute `records`: `{ [<kind guid>] = <reference to the .procRecord> }`. `io.output` stands the element with the runtime value the kind's `live` answers, `io.export` saves the record through the kind, and `io.import` reads an asset back as the same element: an asset type names the kind its assets load as in its `graph` conversion (`graph.record`). A node references a kind by a literal reference, `asset.resolve("<identity>", "procRecord")`, and `proc.records.stamp(ref)` gives the `records` map that names it. `io.import` of a `.procRecord` answers the kind itself, `{ kind, name, asset, applies }`: the guid a record of it carries and what it saves as and applies to.
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# component (nodebox) component.set gives every element of a class a component with the fields given.
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backing path · systems/oceans.package/demo/islandLagoon.procGraph

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