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Abyss

The medium and the place DEADLIGHT is filmed in, as one component on one entity. It owns the whole abyss slice and joins the film's clock in `awake()`:

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

Abyss

The medium and the place DEADLIGHT is filmed in, as one component on one entity. It owns the whole abyss slice and joins the film's clock in awake():

  • the absence of a sky and of a sun — the engine renders both with no entity in the scene for either, and this film has neither;
  • the water's optics — per-channel extinction and the colour of the column, written once per film frame from one number;
  • the seafloor — a silt plain carrying the long dunes, with every ripple mark computed per pixel;
  • everything suspended in the water — marine snow, the silt the vehicle lifts, the amphipod boil, the corrosion dust;
  • the water column of movement I — the sea's underside, the sunball through it, the caustic net and the shafts;
  • the life — a shoal, a siphonophore, a comb jelly, a sea cucumber, a rattail, a squat lobster, a shrimp, and the bioluminescent flashes.

Everything it builds is spawned temporary, so none of it enters scene.json and none of it collides with the other three slices' pending edits; the component rebuilds it on every awake instead.

buildOnWake off inspects what is already there without paying for a rebuild. rebuild() tears the slice down and puts it back — the call to make after editing a shader or a curve. observe() reports what the slice is holding: the water's optics at the current instant, every emitter's population, the plain's triangle count and how many bodies are on screen.

The scrub problem

Film.seek(t) runs the clock from zero to t at the fixed step inside ONE rendered frame, so a slice's tick can fire two thousand times before the GPU draws anything, and an emitter stepped that many times queues two thousand dispatches and wedges the engine. The component counts rendered frames of its own and tells the emitters whether the film frame they are being handed is a real one. During a scrub they are left alone; the frame after it lands, they are caught up over a bounded run of real steps.

Interface

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

conforms to

zero/source-extract/v2

Abyss — the medium and the place DEADLIGHT is filmed in. One component on one entity. It owns the whole abyss slice: the absence of a sky, the water's optics, the seafloor, everything suspended in the water, the water column of movement I, and the life. It joins the film's clock in `awake()` and does everything else from there. Nothing in the slice runs on wall time — every value is a function of Film.t. THE SCRUB PROBLEM, and how it is answered. `Film.seek(t)` runs the clock from zero to `t` at the fixed step inside ONE rendered frame, so a slice's `tick` can fire two thousand times before the GPU draws anything. An emitter stepped that many times in one frame queues two thousand dispatches and wedges the engine. So the component counts rendered frames of its own, and tells the emitters whether the film frame they are being handed is a real one. During a scrub they are left alone; the frame after it lands, they are caught up.

build( ) → void

reset( ) → void

tick(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

shot(n: number, tLocal: number) → void

argtypedescription
nnumber
tLocalnumber

catchUp( ) → void

awake( ) → void

onDestroy( ) → void

ensureRegistered( ) → void

The slice's place on the film clock, put back if anything took it off. `Film.register` replaces rather than doubles, so re-arming is free — and a slice that has been unregistered (a working scrub, a hot-reload that ran `unregister` and then failed) would otherwise stay silently absent from a film that plays perfectly well without it.

update(_dt: number) → void

argtypedescription
_dtnumber

editorUpdate(_dt: number) → void

The film is authored in edit mode, where the director does not advance the clock. Counting frames here as well is what lets a held moment settle.

argtypedescription
_dtnumber

rebuild( ) → void

Rebuild everything the slice owns. For working: edit a shader or a curve, call this, look at the frame.

observe( ) → any

What the slice is holding right now.

Sub-parts

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27+items
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module · born here
❒asset
# deadlight.abyss.column Movement I's water column at x = 2000, two kilometres from the wreck so no shot of the descent can see the ship before shot 6 reveals it. `build()` puts the sea's underside in the scene — a 680 m plane at the surface height the world contract names, wearing the `sea_surface` material — and puts the `sunlight` pass in the frame, which draws the caustic net on everything below the surface and the shafts standing in the water between. `apply(t)` writes how much sun there is in the water at film time `t`: full through shot 1, eaten by the fall, and zero from twelve seconds on. At zero the surface is taken off screen entirely — there is nothing above the lens in movements II and III, and a plane hanging there would be a lie in every upward angle — and the pass returns on a uniform before touching a texture, so it costs one branch for the seventy seconds it is not wanted.
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module · born here
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# deadlight.abyss.medium The water itself: extinction, the colour of the column, and the absence of any sky or sun. One number carries the whole descent. `install()` kills both defaults — the blue sky the engine draws with no `Skybox` in the scene, and the directional sun it lights with no `sun` entity — and puts the `water_extinction` pass in the frame. `apply(t)` writes the water's optics for film time `t`: the per-channel extinction, the light standing in the column at that depth, and the three lamp positions the pass charges the excess light path against. `filmDepth(t)` is the depth the film is claiming in front of the LENS. `Film.depthAt` is the authority at both ends — 4 m at t = 0 and 3,800 m from t = 24 on — and between them it runs ahead of the shot list, so these keys are the same curve made to pass through the depths the shots are staged at. `columnColorAt(depth)` interpolates `Film.PALETTE` on the square root of depth, so the first hundred metres get most of the travel, the way losing light actually looks. `sample(t)` reports what `apply` would write without writing it.
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module · born here
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# deadlight.abyss.life The things that live down here. Each one is on screen for one shot and gone, and each carries the window it lives in — outside that window it is hidden rather than moved, because a rattail swimming through the debris field at eighty seconds is a continuity error nobody would see coming. | body | shot | what it does | |---|---|---| | a shoal of 44 silver fish | 2 | drifts across the sunlit column and scatters out of the vehicle's path | | a siphonophore | 3 | a colony of eleven bells on one stem, hanging while the vehicle falls past | | a comb jelly | 3 | crosses the viewport, its eight comb rows beating in a wave | | a sea cucumber | 5 | crawls, at the pace a holothurian crawls, at the edge of the light | | a rattail | 7 | noses out of the hawse pipe, looks at the light, and goes | | a squat lobster | 9 | runs the deck plate ahead of the beam and ducks behind a bitt | | a small pale fish | 10 | in through the open deadlight and out again | | a shrimp | 12 | sits on the porcelain cup, then lifts off in one flick | | five cyan flashes, one rose | II & III | a hard rise and a long decay — the shape a photophore fires with, and a point light that reaches the water around it | Every body is a procedural body of revolution with a fin on it: one builder covers a fish, a rattail, a shrimp, a sea cucumber and a siphonophore bell, and what differs is the radius profile and the length. Nothing is animated from wall time. Every position, every heading and every flash is a function of `Film.t`.
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module · born here
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# deadlight.abyss.motes Everything suspended in the water, as six GPU emitters stepped by exactly `Film.DT` once per rendered frame from the film's own clock. - **snow** — marine snow, a box the camera lives inside. World-static and sinking at four centimetres a second, so what makes it stream is the camera's own travel through it. It is the only readout that the submersible is falling. - **wake** — snow the vehicle drags with it, thrown along its travel, killed by drag in about a second, then drifting back up. That is what "the snow inverts direction as it passes" is made of. - **silt** — the slow roll ahead of the downwash, the curtain hanging in the beams over the deck, the curl out of an open porthole. - **bloom** — the same sediment thrown hard instead of lifted: the thruster jet that blanks the frame, and the cloud the take-off kicks up. - **amphipods** — the scavengers that boil out of the sediment the moment a light hits it. - **flakes** — corrosion the thrusters shake off the plating. It falls rather than billows. Each disturbance names the window it runs in and where it comes from, and rises, holds and falls across it — a disturbance rather than a switch. Every one is a function of `Film.t` and of nothing else. `tick(t, dt, stepped)` takes `stepped = false` while the clock is being scrubbed through many film frames inside one rendered frame, and leaves the emitters alone; the driver catches them up afterwards over a bounded run. **A mote is visible at its own colour whether a lamp reaches it or not.** The sprite program adds a point-light pickup on top of the particle's colour and `lightInfluence` reaches no shader (#10085), so what keeps the void empty is the colour itself: dark enough to disappear into the water, brought up several times over by a flood that actually reaches it.
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module · born here
❒asset
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
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module · born here
❒asset
# deadlight.abyss.floor The abyssal plain the wreck lies on. `build()` spawns the `Seafloor` entity — a 460 x 560 m mesh on a 2 m grid, deliberately coarse, carrying only the long drift dunes and the shallow scour the hull dug when it landed. Everything a camera 30 cm off the floor actually reads lives in the `seafloor` shader, computed per pixel from world XZ. `heightAt(x, z)` is the same field the mesh was built from, so anything that has to sit ON the floor — a sea cucumber crawling, the silt roll the downwash lifts — can ask where the floor is rather than guessing y = 0.
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backing path · deadlight/abyss/Abyss.component

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