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flora

Procedural geometry for the five plants, their three growth stages each, and the Blight's crystal. Pure geometry plus a mesh cache: no game state, no signals, no clock.

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

game.plants.flora — the bodies of the garden

Procedural geometry for the five plants, their three growth stages each, and the Blight's crystal. Pure geometry plus a mesh cache: no game state, no signals, no clock.

local Flora = require("game.plants.flora")
local body = Flora.build("lightwood", 3)
-- body.main, body.glow  -> MeshHandles (glow may be nil)
-- body.material, body.glowMaterial -> material identities
-- body.height -> world height, what line of sight and unit placement read

Every form is ONE runtime mesh carrying per-vertex colour, so a single shared material paints a whole plant from wet-stone root to sunlit tip. A second, optional mesh carries the parts that emit — a bloomstalk's heart, a lightwood's lantern pods, the cold light inside a blight spire, embers on a burnt tile.

Flora.build caches by (kind, stage): eighty tiles cost at most eighteen meshes. Flora.clearCache() drops them.

What it can build

creepvine · rootknot · thornbed · bloomstalk · lightwood · blight, each at stage 1–3, plus the tile marks seed, fire and water.

Materials

identityon
game.plants.gardenFloraevery living thing — double-sided, rough, white; the vertex colours carry the colour
game.plants.blightCrystalthe Blight — near-black violet, glossy, faintly emissive
game.plants.gardenGlowbloom hearts and lantern pods
game.plants.gardenEmbera burnt tile's embers
game.plants.gardenWatera flooded tile's sheet
game.plants.gardenBarkreserved for opaque woody parts

Two rules the shapes obey

Footprints are budgeted before the scale pass. A tile is two world units, so nothing may reach past 1.0 / SCALE[kind] from the centre or the plant grows over its neighbour's tile. SCALE is at the bottom of the module: forms are modelled small and grown to the size the SHOT needs, because the tactical camera sits thirty units out and anything built to look right in the hand disappears there.

The Blight is flat-shaded and the garden is not. shard and slab emit a fresh vertex trio per triangle carrying the face normal, so crystal reads hard and faceted; tube, blob and blade share vertices and read soft. That contrast, plus the palette, is the whole reason the Blight looks WRONG against the green.

Interface

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

conforms to

zero/source-extract/v2

game.plants.flora — the bodies of the garden. Procedural geometry for the five plants, their three growth stages each, and the Blight's crystal. Everything here is pure geometry plus a small mesh cache: no game state, no signals, no clock. Every form is built as ONE runtime mesh carrying per-vertex colour, so a single shared material paints a whole plant from wet-stone root to sunlit tip. A second, optional "glow" mesh carries the parts that emit — a bloomstalk's heart, a lightwood's lantern pods, the cold light inside a blight spire. local Flora = require("game.plants.flora") local body = Flora.build("lightwood", 3) -- body.main / body.glow are MeshHandles; body.height is world height.

rng(seed: number) → void

argtypedescription
seednumber

next( ) → number

range(a: number, b: number) → number

argtypedescription
anumber
bnumber

pm(a: number) → number

argtypedescription
anumber

v3(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

vsub(a: ?, b: ?) → void

argtypedescription
a?
b?

vadd(a: ?, b: ?) → void

argtypedescription
a?
b?

vmul(a: ?, s: ?) → void

argtypedescription
a?
s?

vcross(a: ?, b: ?) → void

argtypedescription
a?
b?

vnorm(a: ?) → void

argtypedescription
a?

mix(a: ?, b: ?, t: ?) → void

argtypedescription
a?
b?
t?

newGeo( ) → Geo

isEmpty(g: Geo) → boolean

argtypedescription
gGeo

vert(g: Geo, p: ?, n: ?, c: ?, u: number?, v: number?) → number

argtypedescription
gGeo
p?
n?
c?
unumber?
vnumber?

tri(g: Geo, a: number, b: number, c: number) → void

argtypedescription
gGeo
anumber
bnumber
cnumber

quad(g: Geo, a: number, b: number, c: number, d: number) → void

argtypedescription
gGeo
anumber
bnumber
cnumber
dnumber

facet(g: Geo, p1: ?, p2: ?, p3: ?, c1: ?, c2: ?, c3: ?) → void

A flat-shaded triangle: three fresh vertices carrying the face normal. This is what makes crystal read as faceted rather than as a soft blob.

argtypedescription
gGeo
p1?
p2?
p3?
c1?
c2?
c3?

tube(g: Geo, path: { { number } }, radii: { number }, sides: number, colA: ?, colB: ?) → void

A swept tube along a polyline. Smooth normals, colour ramped root to tip. This is the stem, the runner, the root and the trunk.

argtypedescription
gGeo
path{ { number } }
radii{ number }
sidesnumber
colA?
colB?

blob(g: Geo, centre: ?, rad: ?, seg: number, colA: ?, colB: ?, lumpy: number, r: any) → void

A lumpy ellipsoid — the knot, the bud, the foliage cluster. `lumpy` warps the radius with the seeded noise so nothing reads as a CAD sphere.

argtypedescription
gGeo
centre?
rad?
segnumber
colA?
colB?
lumpynumber
rany

ring(dist: number, radius: number, jitter: number) → void

argtypedescription
distnumber
radiusnumber
jitternumber

creepvine(stage: number, main: Geo, glow: Geo, r: any) → number

argtypedescription
stagenumber
mainGeo
glowGeo
rany

rootknot(stage: number, main: Geo, glow: Geo, r: any) → number

argtypedescription
stagenumber
mainGeo
glowGeo
rany

thornbed(stage: number, main: Geo, glow: Geo, r: any) → number

argtypedescription
stagenumber
mainGeo
glowGeo
rany

bloomstalk(stage: number, main: Geo, glow: Geo, r: any) → number

argtypedescription
stagenumber
mainGeo
glowGeo
rany

lightwood(stage: number, main: Geo, glow: Geo, r: any) → number

argtypedescription
stagenumber
mainGeo
glowGeo
rany

buildBlight(stage: number, main: Geo, glow: Geo, r: any) → number

Cold black-violet, hard-facetted, no organic curve anywhere in it.

argtypedescription
stagenumber
mainGeo
glowGeo
rany

buildSeed(main: Geo, glow: Geo, r: any) → number

argtypedescription
mainGeo
glowGeo
rany

buildFire(main: Geo, glow: Geo, r: any) → number

argtypedescription
mainGeo
glowGeo
rany

buildWater(main: Geo, glow: Geo, r: any) → number

argtypedescription
mainGeo
glowGeo
rany

build(kind: string, stage: number) → any

Build (or fetch) the body of one form at one stage. Returns { main, glow, height, material, glowMaterial }.

argtypedescription
kindstring
stagenumber

clearCache( ) → void

Drop the cache. A hot-reload of this module already rebuilds it; this is for a caller that wants the meshes rebuilt without one.

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module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · game/plants/flora.module

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