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asset⌬ modulemoduleprimary: init.luau·originates fromworld 23ccf201-6…

weather

Everything particulate in GREEN SKY: the dry salt drift and heat shimmer of act I, the travelling rain curtain, the rain itself, drop impacts and rings on the flood, spray, the hail beat, ground mist, and the wingtip vapour the gliders leave.

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

weather

Everything particulate in GREEN SKY: the dry salt drift and heat shimmer of act I, the travelling rain curtain, the rain itself, drop impacts and rings on the flood, spray, the hail beat, ground mist, and the wingtip vapour the gliders leave.

The engine ships no falling precipitation — only the surface wetness response — so all of it is authored here as GPU sprite emitters.

Consumed by scenes/main.scene/entrypoint.luau, through greensky/film: build() once on load, update(c) once a frame. Nothing else drives it.

The sixteen emitters

namewhat it iswhen it runswhere it stands
saltNeargrains an inch off the lensact Ifollows the camera, 12 m box at 0.5 m
saltMidthe same drift out to 280 mact Ifollows the camera
saltFara low sheet lifting off the whole panact Ifield, 2.6 km box at 9 m
shimmerheat boiling off the crustact Ifield, 2.4 km box
curtainthe wall's falling streaks0:32 – 1:44travels, x = 90·(t − 41)
curtainVeilthe grey the wall hangs in0:32 – 1:44travels with curtain
curtainSprayspray off the wall's leading edge0:32 – 1:44travels with curtain
rainNearthe rain the camera stands inside0:39 – 1:50follows the camera
rainFieldrain filling the middle distance0:39 – 1:50field, over the runway
ringsdrop impacts ringing on the flood0:42 – 1:50annulus around the camera
splashthe column a drop throws up0:42 – 1:50annulus around the camera
hailthe hail beat, shot 141:27 – 1:33follows the camera, bounces
hailSplashwhite pocks where stones land1:27 – 1:33annulus around the camera
mistthin on the dry flat, thick on wet groundact I, then act IIIfollows the camera
vapour1..3wingtip vapour, one per ship0:08 – endthe ships' loaded wingtips

Three things worth knowing before changing it

Two kinds of emitter. A FIELD emitter stands still over the pan and reads the same from every station. A FOLLOW emitter rides the live camera's XZ, because a 90 m box of raindrops is only ever seen from inside it. Follow emitters read camera.active() — engine state, not another slice's entity — and switch off at the heights where their weather does not belong.

Impacts are annuli, not discs. Spread drop rings evenly around a camera 15 cm off the water and the nearest ones land ON the lens, where one 30 cm sprite covers a third of the frame and the shot reads as fog. rings, splash and hailSplash emit from a disc with an inner radius.

Emitters outlive a hot reload of this file; the module's state does not. A reload re-runs the module body, which empties the handle table, while the emitters it held stay alive holding their GPU buffers and still drawing the last frame they were stepped on — a dry salt pan standing in fourteen thousand frozen raindrops. Every emitter therefore renames its renderable GS_WEATHER::<name>, and build() finds the previous generation by that marker and destroys it before making a new one.

Reading it without watching two minutes of film

  • M.plan(t) — the whole weather timeline sampled at one film time, as pure numbers. No engine state involved.
  • M.observe() — what every emitter is holding right now, plus the camera station the follow emitters are using.
  • M.hold(t, x, y, z) — pin the weather to one film moment and one camera station, without touching the film clock the other five slices are riding. M.hold() releases. This is how a beat is inspected on an engine several agents share a Film.seek on.

Interface

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

conforms to

zero/source-extract/v2

greensky/weather — WEATHER AND EFFECTS. Owned by the "weather" slice. Everything particulate: the dry salt drift and heat shimmer of act I, the travelling rain curtain, the rain itself, drop impacts and rings on the flood, spray, the hail beat, ground mist, and the wingtip vapour the gliders leave. The falling half of precipitation is NOT shipped by the engine (#9853) — it is authored here. Read /zero/source/design/spec.md. Do not write any file outside /zero/source/greensky/weather.module/ and /zero/source/greensky/weather/.

saltAmount(t: number) → number

How much dry salt is on the wind.

argtypedescription
tnumber

shimmerAmount(t: number) → number

Heat shimmer boiling off the crust. Act I only — it dies with the sun.

argtypedescription
tnumber

curtainAmount(t: number) → number

The travelling wall exists from before it arrives to well after it passes.

argtypedescription
tnumber

curtainX(t: number) → number

Where the wall's leading edge stands, in metres east of the origin.

argtypedescription
tnumber

rainAmount(t: number) → number

Rain: starts 0:41, full through 1:10-1:30, gone by 1:50.

argtypedescription
tnumber

ringAmount(t: number) → number

Impact rings need rain AND standing water to ring on.

argtypedescription
tnumber

hailAmount(t: number) → number

The hail beat. One burst, shot 14.

argtypedescription
tnumber

mistAmount(t: number) → number

Mist: thin on the dry flat, scrubbed out by the downpour, then standing thick over wet ground once the sun comes back.

argtypedescription
tnumber

vapourAmount(t: number) → number

How willing the air is to condense on a wingtip. Heaviest in the middle.

argtypedescription
tnumber

floodY(flood: number) → number

The height of the standing water right now, so rings and splashes sit on it.

argtypedescription
floodnumber

reclaim( ) → number

Destroy every emitter carrying this slice's marker. Answers how many.

mk(name: string, spec: any) → void

argtypedescription
namestring
specany

build( ) → void

hold(t: number?, x: number?, y: number?, z: number?) → void

Pin the weather to film time `t`, seen from a camera station. Call with no arguments to release.

argtypedescription
tnumber?
xnumber?
ynumber?
znumber?

held( ) → any

readCamera( ) → void

gliders( ) → any

fallbackPose(ship: number, t: number) → void

Three ships circling and climbing over the field. Only ever used while the gliders slice has no poseAt of its own.

argtypedescription
shipnumber
tnumber

wingtip(ship: number, t: number) → void

The loaded wingtip of one ship: position, and how hard the wing is working.

argtypedescription
shipnumber
tnumber

set(name: string, rate: number, ox: number?, oy: number?, oz: number?) → void

argtypedescription
namestring
ratenumber
oxnumber?
oynumber?
oznumber?

busy(name: string, s: any) → boolean

Whether this emitter has anything left to simulate this frame.

argtypedescription
namestring
sany

update(c: any) → void

argtypedescription
cany

observe( ) → any

WHAT THE WEATHER IS DOING RIGHT NOW For verifying the slice from an `execute` without reading pixels.

plan(t: number) → any

The whole weather timeline sampled at one film time, without running it.

argtypedescription
tnumber

Sub-parts

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

11items
▣
module · born here
❒asset
# film The clock, the shot table and the palettes of GREEN SKY. Every other slice talks to this module and to nothing else. ## The clock A fixed **1/24 s per rendered frame**, ignoring the real frame delta. The film is therefore byte-identical on every run whatever the frame rate, so it can be recorded a frame at a time and retimed on the host. Film.FPS 24 Film.FIXED_DT 1/24 Film.DURATION 122 seconds `scenes/main.scene`'s entrypoint calls `Film.build()` once on load and `Film.tick()` once per frame. There is no cutscene, no coroutine timeline and no `task.wait` chain anywhere in the demo. ## The shot table `Film.SHOTS` — eighteen entries, `{ n, seconds, act, name, brief }`. `seconds` is the only timing authority in the film; `greensky/camera` owns where each set-up stands. Shot numbers are stable and are never renumbered, because every slice keys off them. Film.shotAt(t) -> the shot on screen at t, and seconds into it Film.shotStart(n) -> when shot n begins ## Registering a slice local Film = require("greensky.film") local M = {} function M.build() end -- once, on scene load function M.update(c) end -- every frame Film.register("pan", M, 10) -- lower order ticks first The context `c` every update receives: | field | meaning | |---|---| | `t` / `u` | film seconds, and 0..1 across the whole film | | `dt` | always `FIXED_DT` | | `frame` | integer frame counter from 0 | | `shot` / `shotT` / `shotU` | the shot on screen, and progress through it | | `cut` | true on the first frame of a new shot | | `act` | 1, 2 or 3 | | `storm` / `flood` / `clear` | the three progressions, 0..1 | `Film.arcAt(t)` gives those last three at any time, so a slice can ask what act III looks like without waiting for it. ## Two palettes, and they are not the same thing **`Film.PALETTE`** is the **light** — what the sun, the sky and the ambient are doing in the world, per act, plus the discharge. `greensky/sky` reads it every frame. **`Film.PAL`** is the **photograph taken of that light** — the response of the camera's negative, per act. `greensky/camera` reads it every frame and writes it into the `gs_grade` post-process pass. Its fields are `ev` (exposure compensation in stops), `exposure`, `contrast`, `pivot`, `saturation`, `vignette`, `vigInner`, `grain`, and the ASC-CDL triplets `lift` (offset, moves the blacks), `gain` (slope, the whites) and `gamma` (power, the mids). Both carry `dry`, `storm`, `clear` and `flash`, and both are interpolated by the same `c.storm` / `c.clear` ramps, so the light and the photograph of it always agree about which act it is. `Film.mixGrade(a, b, x)` mixes two `Film.PAL` entries. Every `gain` in `Film.PAL` is at or below 1 on purpose: the post chain is display-referred and hard-clipped at 1.0, so a gain above 1 clips the image rather than opening it up. Level lives in `ev`, in stops. ## The site `Film.SITE` — the numbers more than one slice needs about the place: pan radius, runway length and width, hangar position, cloud base and top, the cloud volume's horizontal extent, where the storm enters and leaves, and how deep the flood gets. Everything must live inside 8 km of every camera station, because the far plane is hard-fixed at 8000. ## Curves Film.ramp(t, a, b) smoothstep, 0 before a and 1 after b Film.lerp(a, b, x) Film.mix3(a, b, x) mix two {r, g, b} Film.clamp01(x) ## Files film.module/init.luau this module ../design/spec.md read this before changing any of it ../design/shotlist.md the eighteen shots as written
▲ 0↑ born
▣
module · born here
❒asset
# gliders Three sailplanes over the salt pan, and the whole 122 seconds of flying they do. KILO is the lead ship the film keeps returning to; BRAVO and CHARLIE are already airborne when the film opens and join KILO for the last pass. They are the demo's only scale reference — a 15-metre wing against a 4.5-kilometre cloud. ## What it provides ```lua local Gliders = require("greensky.gliders") Gliders.SHIPS -- { "KILO", "BRAVO", "CHARLIE" } Gliders.poseAt(ship, t) -- -> position {x,y,z}, forward {x,y,z} Gliders.poseFull(ship, t) -- + speed, yaw, pitch, bank, rates, load Gliders.posAt(ship, t) -- -> x, y, z Gliders.tipAt(ship, side, t) -- a wingtip, side = -1 port / +1 starboard ``` Every one of them is a **pure function of film time**. They answer for any `t` in `0 .. Film.DURATION`, they read no entity, and they do not care whether the slice has been ticked — which is what lets the camera slice call `poseAt` from inside its own update to frame and ride a ship. `greensky/camera` uses this for shots 3, 9 and 12. ## How a ship is animated One authored key table per ship, evaluated as a monotone cubic Hermite spline. Everything else is a derivative of it, so there is no second animation to keep in sync and no way for the attitude to disagree with the path: | what | from | |---|---| | forward | normalised `dp/dt` | | pitch | `asin(forward.y)` | | bank | `atan(speed * dyaw/dt / g)` — a real coordinated turn | | ailerons | `dbank/dt`, opposite sides | | elevator | `dpitch/dt` | | rudder | `dyaw/dt` | | wing flex | load factor `1/cos(bank)` | | wingtip vapour | load factor, gated by humidity | Rates are read over a 0.75 s window. A cubic spline's second derivative ripples inside every segment, so a turn rate read at velocity resolution makes a steady thermal turn look like a shiver; 0.75 s is also about how long an aircraft takes to change bank, so the smoothing is the physics rather than a cover for it. On top of the path — never in it — the cell throws the ships about from the gust front to the last of the rain, and the pilots work against it. The route the camera reads stays exactly where it was authored. ## Where they are | film time | KILO | |---|---| | 0 – 6.4 | parked at the west end of the strip, nose east, one wingtip a hand off the concrete | | 6.4 – 12.4 | the ground roll: 130 m of concrete, wing level by t = 10.4 | | 12.4 | rotation and lift-off | | 12.4 – 17.5 | climb-out, easing right off the centreline | | 17.5 – 39.2 | the thermal: a 110 m circle at 30 m/s, 42 degrees of bank, climbing 12 m/s | | 39.2 – 55 | east along the gust front, through the 700 m cloud base at exactly t = 55 | | 55 – 76 | inside the mass, climbing to 1,370 m, then turning north and coming down | | 76 – 99 | out into the rain, descending across the pan | | 99 – 106 | a hard diving turn, wings coming level pointing due south | | 106 – 122 | the low pass: 68 m/s, 90 m off the flood, all three ships in line | BRAVO and CHARLIE fly their own thermals — wider and tighter respectively, at their own altitudes — until KILO leaves the turn at t = 39.2. All three exit on the same heading, and from there the wingmen hold a station on KILO that eases into their slot in the final line. ## The airframe Twelve entities under each ship's root, built nose along **+Z**, span along **±X**, up along **+Y**. Fuselage, nose, canopy, two wing panels with 3.5 degrees of dihedral, two ailerons, a tailplane, a fin, a rudder, and a wingtip entity each side carrying a `TrailRenderer` for the vapour. The root's rotation is `yaw(+Y) * pitch(+X) * roll(+Z)`, composed with `Transform.quatFromAxisAngle` and `Transform.quatMul`. This pass is a greybox: one flat material, no textures, silhouette only.
▲ 0↑ born
backing path · greensky/weather.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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