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vale

Slice 1 of **Sexton's Bell**: the place.

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

vale

Slice 1 of Sexton's Bell: the place.

The chalk vale and everything outdoors — the metalled avenue and its flooded gutter, thirty Irish yews, four hundred monuments, standing water, the avenue railing, the lodge gate at 96 m, and the ridge crests either end of the vale — and the chapel exterior: ragstone walls with traceried openings, buttresses, coursed slate roofs, and the 34 m broach spire with its slates, finial and weathervane.

Publishes the entities ChapelRoot and SpireFinial (film.NAMES). Serves shots 1, 2, 3, 4, 9, 13, 14.

Exports

  • M.slice() — the descriptor the FilmDirector registers: { name = "vale", order = 10, sentinel = "Vale", build, update }.
  • M.mint(force) — lathes and mints every mesh and material. Idempotent; pass true to re-cut them all after changing the geometry.
  • M.groundAt(x, z), M.pathY(z), M.gutterY(z, t) — what the other slices ask the ground. The vale floor is not y = 0 anywhere except at the chapel door, so a camera station, a dropped lantern or a footprint that wants to sit ON the vale reads its Y from here.
  • M.teardown() — despawn everything this slice owns, for a clean rebuild.

Submodules

modulewhat it holds
demo.vale.geomthe mesh lathe: transforms, primitives, lofts, heightfield grids, minting
demo.vale.kitthe fourteen materials, and kit.ground — the one height function everything samples
demo.vale.chapelthe chapel exterior and the broach spire; owns ChapelRoot, SpireFinial
demo.vale.landterrain, avenue, kerbs, gutter, pools, railing, lodge gate, ridge treelines
demo.vale.stonesthe monument field and the weeping angel
demo.vale.florathe yew avenue and the rook

What moves

update(t) is a pure function of absolute film time — no accumulation, no math.random; the weather ramps and film.noise do the rest.

  • the thirty yews thrash on film.wind in the direction film.windDir backs, each out of phase with its neighbours, and settle in Act III
  • the weathervane hunts on the shifting bearing and spins up as the cell arrives
  • the gutter and the flood rise with film.wetness
  • the lodge gate's near leaf works on its hinge
  • the rook lifts off its obelisk at t = 15.55 and climbs away
  • water pours off the lid of the chest tomb the shot-3 dolly passes, on film.rain

Notes

  • Geometry is lathed once into merged meshes, one per material, and spawned as a handful of Models; only the things that MOVE get an entity of their own. The whole vale is about 108,000 triangles in roughly ninety draws.
  • Every entity it spawns is temporary: build() reconstructs the vale from the committed meshes on each load, guarded on the Vale sentinel's liveness, and a second build() costs five milliseconds and adds nothing.
  • The full design is /zero/source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

demo.vale — SLICE 1 of "Sexton's Bell": the place. Owns everything outdoors. The chalk vale and its metalled avenue, the avenue of Irish yews, four hundred monuments (headstones, obelisks, chest tombs, wheel crosses, railed enclosures, one weeping angel), the lodge gate, standing water, the far ridge — and the chapel EXTERIOR: ragstone walls, buttresses, traceried windows, the 34 m broach spire with its slates, finial and weathervane. Publishes the entities `ChapelRoot` and `SpireFinial` (film.NAMES). Serves shots 1, 2, 3, 4, 9, 13, 14. Owns /zero/source/demo/vale.module/** and /zero/source/demo/vale/**. The geometry is lathed once into merged meshes, one per material, and spawned as a handful of Models; only the things that MOVE get an entity of their own. update(t) is a pure function of absolute film time — no accumulation, no math.random; the wind ramp and film.noise do the rest.

Model

mint(force: ?) → void

Lathe and mint every mesh and material the vale needs. Idempotent; pass true to re-cut them all.

argtypedescription
force?

update(t: ?) → void

argtypedescription
t?

build( ) → void

teardown( ) → void

Every entity this slice owns, for a clean rebuild.

groundAt(x: ?, z: ?) → void

Ground height in metres at world (x, z). A camera station, a footprint or a dropped lantern that wants to sit ON the vale reads its Y from here — the vale floor is not y = 0 anywhere except at the chapel door.

argtypedescription
x?
z?

pathY(z: ?) → void

Surface height of the metalled avenue's crown at z — what a camera on the path centre-line stands on.

argtypedescription
z?

gutterY(z: ?, t: ?) → void

Water level in the avenue's gutter at z and film time t; shot 2 lies in this.

argtypedescription
z?
t?

slice( ) → void

The slice descriptor the FilmDirector registers.

⌬ Metadata
descriptionSexton's Bell demo slice: vale.

Sub-parts

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

31items
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module · born here
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# kit The vale's surfaces and its ground — the two things every other `vale` submodule needs. ## Exports - `kit.mintMaterials()` — mints the fourteen vale materials (ragstone, limestone, lichen, slate, iron, brass, yew, bark, turf, gravel, water, void, distance, rook) from `film.PAL`. Idempotent. - `kit.id(name)` — the dotted identity of one of them, which is how a `Model` wears it. `kit.has(name)` asks whether it has been minted yet. - `kit.ground(x, z)` — **the** height function. The terrain mesh, the path, the monuments and the yews all sample this one function, so nothing in the vale floats or sinks. Banks rise quadratically either side of the avenue, the floor lifts toward the lodge gate, and there is a crest behind the chapel as well as the far one at 900 m. - `kit.pathY(z)`, `kit.gutterY(z, t)` — the metalled avenue and the water standing in its gutter. - `kit.qAxis`, `kit.qYaw`, `kit.qMul` — an entity's `rotation` is a quaternion table; these are the three constructors the vale needs. ## Anchors it honours `kit.ground(0, 0)` is 0 (`film.PLACES.chapelDoor`) and `kit.ground(0, 96)` is 1.2 (`film.PLACES.lodgeGate`) exactly — the far shoulder and ridge terms are held off the vale floor so those two stay true.
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# geom The mesh lathe the `vale` slice of *Sexton's Bell* is built with. A builder accumulates one triangle stream — positions, normals, uvs, indices — under a transform stack, and mints it as a `.mesh` asset. One merged mesh per material is the unit of geometry here: four hundred monuments become three draws rather than four hundred entities. ## Exports - `geom.builder()` — a fresh builder. - `geom.trs(tx, ty, tz, yaw, pitch, roll, sx, sy, sz)` / `geom.compose(a, b)` — transforms; `b:push(m)` / `b:pop()` / `b:at(...)` stack them. - `geom.ring(n, r, rot)` — a regular n-gon in the XZ plane, for lofts. On a builder: `vert`, `face`, `tri`, `quad`, `box`, `pier`, `polyFan`, `extrudeZ`, `extrudeY`, `loft`, `grid`, `tris`, `mint`. ## Conventions - Emitters are **flat-shaded** by default: every face owns its vertices, which is what dressed stone wants. `loft` takes `smooth = true` (the yews, the urns, the ridge treeline) and `grid` is always smooth. - A face's front is the side its three vertices turn counter-clockwise as seen from. `quad`/`tri`/`box` derive the normal from the winding they are given, so those two can never disagree; `polyFan`, `loft(smooth)`, `grid` and the `extrudeY` caps write normals of their own, so their winding is chosen from the outline's signed area rather than assumed. - `extrudeZ` and `polyFan` take an outline wound either way and still come out facing outward. - `mint(identity, name, folder, force)` asks `asset.exists` rather than resolving a handle from a computed name, so a mesh identity built by concatenation never becomes an unpublishable reference on the content that wears it.
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# stones Four hundred monuments in the field either side of the avenue: headstones (round-headed, gothic, shouldered and plain, each with a sunk panel so a raking flash finds an edge), chest tombs, obelisks, wheel crosses, pedestal urns and railed enclosures — plus one weeping angel bowed over a pedestal on the avenue's west side, and the chest tomb shot 3's dolly passes, placed rather than scattered so the sheet of water off its lid has something to come off. The film's whole contrast structure is bone limestone against wet ragstone, so the field is deliberately mixed: forty-six per cent limestone, eleven per cent lichen-stained, the rest ragstone. A stroke raking across it lights the dressings and leaves the ragstone where it was. ## Exports - `stones.plan()` — the field as a deterministic list of placements, from `film.rand` alone. - `stones.mint(force)` / `stones.spawn(parent)` - `stones.ANGEL`, `stones.TOMB` — the two placed monuments, for anything that needs to find them. ## Notes Everything merges into four meshes by material plus the angel's own, so the field is five draws. Placement keeps the path corridor and the chapel platform clear, thins outward from the avenue, and leans about one stone in six.
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# chapel The ragstone mortuary chapel and its 34 m broach spire — the exterior only; the waiting mortuary's interior belongs to the `vigil` slice. A nave 18 m long under a coursed slate roof, a crossing tower 8 m square with a belfry, corner buttresses and two string courses, and on top of it a broach spire: an octagon whose flats sit on the tower's wall faces, taken up in twenty-two stepped slate courses, with four half-pyramid broaches carrying the square corners into it. East of the nave, the waiting mortuary annexe with its own gabled roof, the great east window in its gable, the mortuary doorway in its south wall, and the coke stove's flue. Every opening — door, lancet, belfry light, west window, east window — is a real hole in the wall: a two-centred pointed arch cut out of the wall face, with a reveal through the thickness, a dark light set back inside it, and limestone dressings (sill, jamb rolls, label mould, mullion, and Y-tracery in the wide ones). ## Exports - `chapel.mint(force)` — lathes the exterior into five merged meshes, one per material (ragstone, limestone, slate, glazing void, iron), plus the finial and the weathervane as their own meshes. - `chapel.spawn(parent)` — spawns `ChapelRoot` and its five parts, `SpireFinial` at `film.PLACES.spireTip` (0, 34, -9) where stroke 12 lands, and `SpireVane` on top of it. ## Notes - The finial and the vane are minted separately because they are the only parts of the chapel that move, and because the strike takes them. - Walls are authored in a local frame: along local X, rising along local Y, thickness along local +Z, outside face at z = 0 with its normal along -Z. yaw `pi` faces world +Z, `0` faces -Z, `pi/2` faces +X, `-pi/2` faces -X.
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# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
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# land The chalk vale itself. The ground — a fine grid down the avenue corridor for shot 13's 0.30 m station, two coarser flanks, and a far field carrying the shoulder at 430 m and both ridge crests. The metalled avenue with its dressed kerb stones laid one at a time, and the gutter shot 2 lies in. Standing water: fifty-six pools whose rims ride the ground they lie on, and the sheet at the foot of the chapel steps. The avenue railing shot 3 dollies along. The lodge gate at 96 m. The treeline on both crests. ## Exports - `land.mint(force)` / `land.spawn(parent)` - `land.update(t)` — a pure function of film time: the flood rises with `film.wetness`, and the near gate leaf works on its hinge on `film.wind`. - `land.gutterFloor(z)`, `land.POOLS`, `land.GATE_Z` ## What moves `Vale_Gutter` lifts as the vale floods; `LodgeGateL` swings through about sixteen degrees at full wind while `LodgeGateR` barely stirs against its catch.
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# flora The avenue of Irish yews, and the rook that lifts off an obelisk in shot 3. Thirty fastigiate yews, fifteen a side, on 5.9 m centres from z = 9 to z = 92. Each is two entities on one pivot: the lower half bends at the base and the crown whips on top of it. Both come out of a single pure function of film time, so the avenue thrashes at 24 m/s through the strike and settles in Act III without anybody keyframing it. Three mesh variants, each a unit tree 1 m tall that the entity's `localScale` sizes. The jitter is a per-angle flute held constant up the trunk plus a fine vertical ripple, so the column reads as ribbed foliage rather than as shards, and eighteen sprays stand out of each crown to break the silhouette. ## Exports - `flora.trees()` — the avenue as a deterministic list. - `flora.mint(force)` / `flora.spawn(parent)` - `flora.update(t)` — pure in film time. - `flora.PERCH` — where the rook sits until t = 15.55. ## What moves Every yew leans downwind on `film.wind` in the direction `film.windDir` is backing, out of phase with its neighbours. The bend is stated in world terms and carried into each tree's own frame before it is applied, or the avenue leans thirty different ways. The rook fidgets on its obelisk, then climbs away north-east from t = 15.55 with its wings beating.
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backing path · demo/vale.module

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