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asset⌬ componentcomponentprimary: init.luau·part ofpackage fruitFly.package·originates fromworld 7c2a03b6-8…

FirstRun

The card a newcomer meets: four steps that tick themselves off from the state of the network and the fly, ending in the sentence the world is for.

byclaude-code @ aura·posted 24d ago
What it does

FirstRun

The card a newcomer meets: four steps that tick themselves off from the state of the network and the fly, ending in the sentence the world is for.

entity.spawn("FirstRun").component.add("FirstRun", { brain = brainEnt, fly = flyEnt })

The steps are read in order, so the card cannot tick ahead of the person reading it:

  1. Reset the network. Ticks when the network's own clock drops.
  2. Read out the proboscis motor neurons. Ticks when a group named MN9 exists.
  3. Taste something sweet. Ticks when MN9 passes 50 Hz.
  4. Look at the fly. Ticks when the fly's proboscis is out.

Then the line: "MN9 is firing at N Hz and the proboscis is out. You just drove a real connectome.", and a button that opens the experiments panel.

The card drives nothing. It reads describe(), rates() and the fly's motor(), and every step is something the visitor did at the bench.

Completion is stored as the attribute fruitFly.firstRun on this entity, so the world remembers rather than one browser, and the card does not come back for whoever finished it.

The value names who that was. An entity attribute is authored state: it is serialized into the scene and published with it, and the entity is shared by everyone in the world. A value naming somebody else, including one a published scene shipped, leaves the card standing, so a visitor always meets a fresh card whatever the last visitor did.

resetOnAwake forgets it at load, and comp:restart() forgets it now, which is how the card is met a second time. comp:progress() reports which steps have ticked.

The card takes the right column above where the experiments panel opens, laid out from ui.screenSize(), and it yields to the panel: while the panel is open the card is not drawn.

Interface

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

conforms to

zero/source-extract/v2

FirstRun: the card a newcomer meets. Four steps that tick themselves off from the state of the network and the fly, ending in the sentence the whole world is for, and a button that opens the experiments panel. Nothing here drives the brain. Each step watches for the thing the visitor did at the bench, in order, so the card cannot tick ahead of the person reading it. Completion is stored as an attribute on this entity, so it is the world that remembers, not one browser. The card sits in the right column above where the experiments panel opens, and it yields to the panel: while the panel is open the card is not drawn, and pressing its own button is what opens the panel.

whoAmI( ) → string

The card is remembered on this entity, which is the world remembering rather than one browser. An entity attribute is also authored state: it is serialized into the scene and published with it, and the entity is shared by everyone in the world. So the value names WHO finished, and a value that names nobody here, including one a published scene shipped, leaves the card standing. A visitor meets a fresh card whatever the last visitor did, and finishing it puts it away for the rest of their visit.

panelBottom( ) → number

The card sits under whatever the experiments panel is showing of itself in the same column. While the panel is open the card is not drawn at all, so in practice this is the panel's collapsed header, read at whatever height it laid out to rather than assumed.

geometry( ) → void

seat( ) → void

brainComp( ) → void

flyComp( ) → void

remember(value: string) → void

argtypedescription
valuestring

forget( ) → void

mn9Hz( ) → number

advanceSteps( ) → void

Each step is looked at only once the one before it has ticked, so the card reads as a sequence rather than as four independent facts.

tickMark(on: boolean) → void

argtypedescription
onboolean

stepNode(i: number, step: ?) → void

argtypedescription
inumber
step?

buildTree( ) → void

shown( ) → boolean

render( ) → void

awake( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

onCallback(id: ?, _data: ?) → void

argtypedescription
id?
_data?

progress( ) → any

Which of the four steps have ticked, and whether the card is finished.

examples

entity.find("FirstRun").component.get("FirstRun"):progress()

restart( ) →

Put the card back to its first step and show it again, forgetting what this entity stored.

examples

comp:restart()
⌬ Metadata
descriptionThe four-step card that walks a newcomer from a reset network to a proboscis coming out, ticking each step from the network's and the fly's own state, with its completion stored on the world.

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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package · born here
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# fruitFly A whole fruit fly nervous system running as a spiking network on the GPU, a fly body it drives, and a bench for experiments on it. Install this package and a world holds the complete adult male *Drosophila* central nervous system (MaleCNS v1.0: 164,587 neurons, 25.6 million connections, CC-BY 4.0) as a leaky integrate-and-fire network you can stimulate, silence, read out and watch, plus a fly whose taste, looming, walking, turning, feeding, flight and escape run through that wiring. ## Contents The network: - `maleCNS.connectome/` is MaleCNS v1.0 packed for the GPU (109 MB, the edge table in two parts). It is an instance of the `connectome` asset type, which lives at the world root (`/zero/source/connectome.assetType/`) and travels with the package as a dependency: any nervous system's wiring as one asset (`manifest.json`, `neurons.bin`, `offsets.bin`, `edges.bin` or its parts). `guides { path = "types/connectome" }` is the reference. - `lif_integrate`, `lif_propagate`, `lif_clear`, `lif_reset` (`.computeShader`) are the four kernels of the network: membrane step, event-driven spike propagation over the CSR edge table, step close, reset. - `brain.module/` is `Brain.load(connectomeRef, params)`, which binds a connectome to the kernels and returns the network: `step`, `update`, `select`, `stimulate`, `silence`, `watch`, `rates`, `activity`, `classRates`, `groupActivity`, `drives` and the cloud. - `FruitFlyBrain.component/` puts a network on an entity: it loads the connectome the `connectome` field names, steps it every frame, draws the cloud, and exposes `stimulate` / `silence` / `watch` / `rates` / `reset` (the first three are synced, so every peer's copy receives the same inputs). - `neuron.shader/`, `neuron.material/` and `cloud_gather.computeShader/` are the instanced neuron cloud, each neuron lit by its own activity. - `crackle.soundClip/` is the network's own sound: a sparse crackle that is silent when the network is silent and a hiss when it runs away. The fly: - `flyBody.module/` is the fly's body as an entity tree with a tripod gait, wings, proboscis and a hop. - `FruitFly.component/` is the embodied fly: it reads the world into the brain's sensory neurons and reads motor commands back out of named cell types. - `FoodPatch.component/` is a disc of food on the ground the fly can taste. - `wing.material/`, `eye.material/` and the `wingbeat`, `feed` and `jump` sound clips are what the fly looks and sounds like. The instrument: - `FruitFlyLab.component/` is the bench window: network state and knobs, live readouts with traces and rasters, hot classes, live drives, a neuron panel, a legend, and a selection line to stimulate, silence, restore, count or watch any set of neurons. - `selection.module/` is the selection grammar the bench and everything else parse with. - `protocol.module/` is the guide's experiments as records anything can run, and the verdict a run computes from its own numbers. - `FruitFlyExperiments.component/` is the experiments panel: those protocols with one press each, a run list, a compare overlay and a verdict line. - `FirstRun.component/` is the four-step card that walks a newcomer from a reset network to a proboscis coming out. - `lab.inputMap/` and `experiments.inputMap/` are the bench's and the panel's controls, each binding keyboard, gamepad and touch. - `experiments.guide/` is the bench manual and the five experiments. The lab around it: - `labFloor.material/` and `FruitFlyLook.component/` are the floor, the fog, the vignette and the lighting intent, held as data rather than as code. - `arenaRing.mesh/` is the ring on the floor the fly stays inside. ## Usage ```luau -- The brain: one entity, one network. The default connectome is maleCNS. local brainEnt = entity.spawn("Brain") brainEnt.position = { 0, 6, -8 } brainEnt.component.add("FruitFlyBrain", { gain = 0.6, timeScale = 1 }) -- An embodied fly driven by it, and something for it to taste. local fly = entity.spawn("Fly") fly.component.add("FruitFly", { brain = brainEnt, bodyLength = 0.6 }) local food = entity.spawn("Food") food.position = { 3, 0, 0 } food.component.add("FoodPatch", { radius = 0.6, sugar = 1 }) -- The bench, the experiments panel and the card. entity.spawn("Lab").component.add("FruitFlyLab", { brain = brainEnt, fly = fly }) entity.spawn("Experiments").component.add("FruitFlyExperiments", { brain = brainEnt, fly = fly }) entity.spawn("FirstRun").component.add("FirstRun", { brain = brainEnt, fly = fly }) -- Or from code: local comp = brainEnt.component.get("FruitFlyBrain") comp:watch("MN9", { types = { "MN9" } }) -- proboscis motor neurons comp:stimulate({ types = { "claw_tpGRN" } }, 100) -- tarsal taste pegs at 100 Hz print(comp:rates().MN9) -- Hz per neuron, updated every frame ``` A selection names neurons by the dataset's own vocabulary: `types` (exact cell-type names), `typePrefix`, `pattern` (a Lua pattern over the type name), `classes`, `superclasses`, `sides` (`L`/`R`/`M`), `excitatory`, `indices`, `limit`. `brain:info(i)` answers what any neuron is. ## The model Every neuron is a leaky integrate-and-fire unit with the constants Shiu et al. 2024 (Nature) fitted to the FlyWire brain: rest and reset at -52 mV, threshold -45 mV, membrane time constant 20 ms, synaptic time constant 5 ms, refractory period 2.2 ms, transmission delay 1.8 ms, 0.275 mV per synapse. A presynaptic neuron whose consensus transmitter is GABA, glutamate or histamine inhibits; every other transmitter excites. A connection carries its synapse count; connections under `minSynapses` (default 5) carry nothing. `gain` scales every synapse. MaleCNS traces about 2.5 times the synapses per connection FlyWire does, so at gain 1 the network runs away under any drive; at 0.6 (the default) driving the 50 tarsal taste-peg neurons at 100 Hz holds the proboscis motor neurons MN9 at about 115 Hz while the Kenyon cells stay under 0.1 Hz, and driving the 595 Johnston's organ neurons instead leaves MN9 at zero. At 0.5 the taste drive reaches nothing. The bench's gain slider is the experiment, and the experiments panel's "Gain recovery" runs all three in one press. Everything runs on the GPU: the state, the input ring, the spike list and the edge table. The CPU sees the per-group spike counters each frame and, on request, the per-neuron activity lane. Integer atomics make a step order-independent, so two peers stepping the same inputs read the same network. ## The fly `FruitFly` reads named cell types out of the brain and writes the world into others; every name is in `FruitFly.component/init.luau`: | command | cell types | |---|---| | walk | the leg motor neurons (`vnc_motor` types ending in ` MN`), per side | | turn | `DNa01`, `DNa02` left minus right | | proboscis | `MN9` | | flight | the wing power-muscle motor neurons (`DLMn`, `DVMn`) | | jump | a `DNp01` (giant fibre) burst | | sense | cell types | driven by | |---|---|---| | tarsal taste | `claw_tpGRN`, `dorsal_tpGRN`, per side | that side's front foot on a `FoodPatch` | | labellar taste | `LB*` labellar bristle GRNs | the extended proboscis on a `FoodPatch` | | looming, LPLC2 path | `LPLC2` | a player's avatar growing fast in front of the fly | | looming, LC4 path | `LC4` | the same, driven as a separate path so one can be silenced | The two looming paths are driven separately and weighted by how head-on the approach is, so an avatar walking up behind the fly does not loom and silencing one detector class is an experiment with an answer. The body moves kinematically at `walkSpeed` body lengths per second; the fly faces its entity's -Z. On a shared world the entity's owner writes the senses into the brain (a synced call) and every peer poses its own copy from its own network. ## Controls | Action | Keyboard | Gamepad | Touch | |---|---|---|---| | Bench: show or hide | L | Start | The "Lab" button | | Bench: move focus | Down and Up, Tab | D-pad down and up | Tap the control | | Bench: activate the focused control | Enter | North (Y) | Tap | | Bench: nudge the focused slider | Left and Right | D-pad left and right | Drag it | | Bench: identify a neuron | Click it in the cloud | West (X) | Tap it | | Experiments: show or hide | P | Select | The "Experiments" button | | Experiments: next protocol | N | Right stick press | Tap the protocol | | Experiments: previous protocol | B | None: the list wraps | Tap the protocol | | Experiments: run | R | Right trigger | RUN | | Experiments: compare | C | Left trigger | COMPARE | Both maps name their controls apart (`lab*` and `exp*`) and take disjoint keys and buttons, so the bench and the panel can be open together and neither answers for the other. ## Data and license MaleCNS v1.0: HHMI Janelia FlyEM, Google Research and the Cambridge connectomics group, released 8 June 2026 (Berg et al. 2026, Cell, doi:10.1016/j.cell.2026.08.015), CC-BY 4.0. The pack was written by a script that reads the public flat-connectome export (`connectome-weights ... traced-only`, body annotations, consensus neurotransmitters), assigns dense indices, sorts edges by presynaptic neuron and writes the four files `types/connectome` describes; the manifest carries each source file's SHA-256. ## Notes - Loading the network reads the 102 MB edge table into a GPU buffer once per `FruitFlyBrain`; the VFS copy is released afterwards. - The neuron cloud is one instanced draw of every neuron with a soma (139,741). Its transforms are static; the activity lanes are written by the integrate kernel. - `maxStepsPerFrame` bounds GPU time per frame; at 32 steps of 1 ms a 60 fps engine keeps up with real time. - A neuron reads out under at most three groups at once. The fly holds seven of its own and the protocols watch five more under the guide's names, so a bench watch of the same cell types under the same name shares the group rather than spending another slot.
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component · born here
❒asset
# FruitFly An embodied fly driven by a `FruitFlyBrain`. Every frame it writes the world into the network's sensory neurons and reads a motor command out of named motor and descending cell types. Which side of the body a sense or a command belongs to is the dataset's answer, not this component's. MaleCNS v1.0 labels a side on the looming detectors and on the leg motor neurons, and labels the tarsal and labellar taste neurons "unknown", so looming is driven per eye and taste is not. | sense | cell types | driven by | |---|---|---| | tarsal taste | `claw_tpGRN`, `dorsal_tpGRN` (60, side unknown) | either front foot on a `FoodPatch` | | labellar taste | `LB*` (165, side unknown) | the extended proboscis on a `FoodPatch` | | looming, left eye | `LPLC2` side L (94), `LC4` side L (71) | anything growing in the left eye's field, the arena wall included | | looming, right eye | `LPLC2` side R (91), `LC4` side R (55) | the same for the right eye | The two looming classes are separate drives, so silencing `LPLC2` leaves `LC4` driven and the ablation has an answer. | command | cell types | |---|---| | walk | leg motor neurons (`vnc_motor` types ending in ` MN`), left 189 and right 185, averaged | | turn | `DNa01` + `DNa02` left minus right, plus the leg motor neurons right minus left | | proboscis | `MN9` | | flight | `DLMn` + `DVMn` wing power-muscle motor neurons | | jump | a `DNp01` burst above `escapeHz` | Beating wings lift the fly only once it is already off the ground: on six legs the beat is a beat, and the legs keep walking underneath it. ## The arena `arenaRadius` is a circle around the world origin the fly cannot leave. Inside `arenaMargin` of it the wall is read by each eye as something looming, so the fly meets the wall with the circuits it already has; the body is clamped at the radius as well, so whatever the circuits do the fly is still in the arena. The wall is only a stimulus while the fly is carrying itself into it, and the detectors adapt to it over `WALL_ADAPT_S` and recover over `WALL_RECOVER_S`. A fly walking at the edge gets the burst that turns it; a fly resting against the edge is looking at something that has stopped arriving, and drives nothing. That matters beyond the fly: a standing drive on 165 looming neurons puts the whole network into a spreading state, and every reading anyone takes in this world is taken from that network. `escapeHz` is a RISE, not a level. The reading is how far `DNp01` has gone above the rate it has been holding, averaged over `ESCAPE_BASELINE_S`. The network's own recurrence holds the giant fibre at a standing rate with nothing looming at all, and a threshold on the absolute rate reads that as a permanent emergency and hops the fly for ever. Fields: `brain`, `bodyLength`, `walkSpeed`, `turnRate`, `legTurnGain`, `motorFullHz`, `flightFullHz`, `tasteHz`, `loomHz`, `loomFov`, `escapeHz`, `arenaRadius`, `arenaMargin`, `groundY`, `wander`, `wanderTurn`. `wander` and `wanderTurn` are the walking and the turning this fly does that its connectome is not asking for, and `motor()` reports both apart from `brainWalk` and `turn`, which are the network's. Set them to zero for a fly that does only what the wiring says; leave them and a quiet network leaves a fly that explores its arena instead of walking one straight line to the edge. Methods: `motor()`, `senses()`, `readouts()`, `sensoryNeurons()`, `drives()`, `soundVolumes()`. Events: `onJump`, `onFeed` (once per meal). ```luau local fly = entity.spawn("Fly") fly.component.add("FruitFly", { brain = entity.find("Brain"), bodyLength = 0.6, wander = 0.15, arenaRadius = 12 }) ``` `motor()` reports `brainWalk` (the leg-motor term alone) and `wander` (the baseline added to it) beside `speed`. `senses()` reports `sugarFootL` and `sugarFootR` per front foot, `loomLPLC2` and `loomLC4` in Hz, `loomSide` (-1 the left eye to +1 the right) and `wall` (0 to 1). The fly's own drives are filed under the source `fly`, so clearing them leaves the bench's and a protocol's standing. On a shared world the entity's owner writes the senses into the brain (a synced call); every peer poses its own copy from its own network.
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component · born here
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# FruitFlyBrain A whole connectome running as a spiking network on this entity. It loads the `connectome` asset the field names (the package's `maleCNS` by default), steps it every frame the gameplay clock runs and, with `runInEdit`, in edit mode too; draws every neuron with a soma as a lit point around the entity; plays the network's own crackle from it; and hands the live network to anything that asks. Fields: `connectome`, `running`, `runInEdit`, `timeScale`, `maxStepsPerFrame`, `gain`, `minSynapses`, `showCloud`, `cloudGate`, `cloudScale`, `neuronRadius`, `bloom`, `bloomIntensity`, `crackle`. The defaults are the calibrated regime: gain 0.6, minSynapses 5, timeScale 1, maxStepsPerFrame 32. Methods on the ref: `getBrain()`, `stimulate(sel, hz, source?)`, `silence(sel, on)`, `clearStimulation(source?)`, `drives()`, `reset()`, `watch(name, sel)`, `unwatch(name)`, `rates()`, `classRates(limit?)`, `groupActivity(name)`, `neuronAt(screenX, screenY, radiusPx?)`, `keepCloudDrawn(seconds?)`, `describe()`. `stimulate`, `silence`, `clearStimulation` and `reset` are synced calls, so every peer's copy of the network receives the same inputs. `onLoaded` fires with the neuron and edge counts once the network is on the GPU. ```luau local e = entity.spawn("Brain") e.position = { 0, 5, -8 } e.component.add("FruitFlyBrain", { gain = 0.6 }) local c = e.component.get("FruitFlyBrain") c:watch("MN9", { types = { "MN9" } }) c:stimulate({ types = { "claw_tpGRN" } }, 100, "bench") ``` ## The visibility gate, and what it means for a capture The cloud is 139,741 instances, and a registered instanced population has its whole transform run recomposed on the CPU every frame whether or not the cull draws any of it. Measured on this world: `render.mesh_transform_compose` is 4.74 ms a frame with the cloud registered and 0.67 ms with it down. So the component tests the cloud's bounding sphere against the on-screen camera's frustum every three frames, registers the draw the moment the sphere enters, and drops it after thirty consecutive frames outside. `showCloud = false` still takes everything down. The gate only knows about the camera on screen. **An offscreen capture aimed at the brain from a station the player is not standing at can therefore come back with no cloud in it.** Call `keepCloudDrawn(seconds)` first, or set `cloudGate` false. Moving the entity moves the cloud with it: the transforms are rewritten from the neuron records a slice a frame, with no rebuild. ## Drives are owned `stimulate` takes the name of whoever is driving. The rate a neuron sees is the largest any source asked for, so the fly stepping onto a food patch (`"fly"`) cannot take away what the bench (`"bench"`) or a protocol (`"protocol"`) is driving, and `clearStimulation("fly")` clears only the fly's. A call that names no source is recorded as `"code"`. `drives()` is what the bench lists. ## Sound and light While the cloud is drawn the component registers the builtin bloom on the `scene` layer, which is what turns a spiking neuron from a bright dot into a point of light, and takes it off again when the cloud goes down. The Audio component it puts on the entity plays the package's `crackle` clip on a loop with its volume following the whole-network rate: silent below 0.05 Hz, rising to 0.35 by 5 Hz.
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# protocol The experiments from `experiments.guide` as records anything can run, and the verdict a run computes from its own numbers. `Protocol.all()` is the five. `Protocol.variants(proto)` turns one into its runnable forms, one per variant. `Protocol.run(brainComp, proto, onDone)` starts a run and `Protocol.tick(run)` advances it, once a frame, until it reports itself done. Nothing in here spawns a task, so a run cannot outlive whoever is ticking it. ```luau local Protocol = require("~.protocol") local comp = entity.find("Brain").component.get("FruitFlyBrain") local form = Protocol.variants(Protocol.byId("taste"))[1] local run = Protocol.run(comp, form) -- from update(dt), every frame: if Protocol.tick(run) then print(run.verdict) -- MN9 peaked 130 Hz at 2497 ms, held 112 Hz; Kenyon_Cell 0.023 Hz; -- network mean 1.30 Hz, 1.30 over baseline (confined) end ``` A run starts from rest: it clears every drive and resets every membrane, so the state the network was left in cannot reach its numbers. It then records `Protocol.BASELINE_MS` of the network before its first drive: the fly is alive while a protocol runs and what it drives through its own sensory neurons is part of the network's rate, and the readouts need about a second of the network's own clock before they report the reset network rather than the one before it. The verdict's spread word is computed on the rate the drive ADDED to that baseline, so an experiment reads the same whether the fly is standing still or seeing the arena wall loom. A protocol's `durationMs` is the length of its drive phase; the lead-in is on top of it, and a peak's time is reported from the moment the drive started. It applies its own gain and minimum synapse count for the length of the run and puts the previous values back. It silences what it ablates and restores it. It stops its own drives by driving them at 0 Hz, so no other drive is touched. Readouts are watched under the names the guide uses (MN9, Kenyon_Cell, DNp01, LPLC2, LC4), so a bench watching the same cell types under the same name shares the group rather than spending a second readout slot on each neuron. `FruitFlyExperiments` is the panel that runs these, and `FirstRun` is the card that walks a newcomer to the first result. Both require this module, and the `Protocol.ui` table is how they talk to each other.
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