DESIGN.md
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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.
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snowline: bring the stations in, focus the lens on the skier, open the exposure, give the run a near field, drop the dev bench --- S1 spine: make every part's grade apply, and give the cuts a contract fx.module: resolve a shipped post shader by identity instead of reading a 'source' key the preset contract does not carry, so fog, vignette, colorGrade and color_correction register for the first time and nine parts stop losing their sky, light rig, render stack and IBL capture to the raise. Each grade key is isolated, so one stale key costs that key alone. 'tonemap' routes to the __display__ pass's curve and exposure, which is where a frame's tone curve actually lives, so twelve authored exposures reach the film; 'tonemap = false' means the linear curve. chromatic_aberration and motion_blur are reachable now that the preset table is no longer the gate. The chain is asked whether a pass is registered rather than a local flag, so eviction and re-entry stay in step. director.module: the cut contract. Per-part 'bars' and 'resolutionScale' set before enter, so a part whose enter fails still cuts like the film. Every post pass that is not the engine's and not the film's own bloom/demo_fade is evicted at the boundary with a warning naming it. The outgoing part reaches full black 0.15 s before the boundary, so a cut and whatever it costs are spent on black. A part whose world area differs from the outgoing part's is built during that fade, at 90% black. M.running() lets a scene script tell a stopped sequencer from a running one. volume.module: the composite is removed when the last volume goes rather than disabled, and M.ensure re-adds it if the boundary took it out. glow.shader: the four rings keep their radii and their share of the light, and their taps are redistributed by weight. The outermost ring was spending 20 taps of 57 to carry 1% of the glow. post.bloom 1.663 ms -> 0.691 ms at the same frame, the two frames differing by 0.07 of a code value. main.scene entrypoint: occlusion culling and a 2 px minimum screen size for the film, restored on unload; update() restarts a sequencer a reload left stopped. Docs: the scene README is the twelve-part 275 s film and the cut contract, DESIGN.md says it is the retired seven-part reference, the demo-parts skill names parts that exist and the channel that actually carries its verbs, and /source/README.md is the world's front door. Deleted, unreferenced: transport, lineup, p2_substance, p3_metropolis, metro, trail_lab.scene, replay_discharge_materials.luau. --- S1 spine: record the deletions of the unreachable modules and the dev bench transport, lineup, p2_substance, p3_metropolis, metro and the trail_lab bench scene. Nothing in the running order or in any module the scene entrypoint reaches names them; p3_metropolis was the only reader of metro, transport the only reader of lineup, and trail_lab the only reader of the ski trail bench.
01M2DCFDBABDK8V29CPVK1APXGe90d32a16fBrowse filesCompare with this versionFONTAINE: monumental water show on a 170x66m oval lake — three-tier fountain island, 24-nozzle articulated line array + 16-nozzle island ring (sweeps, crisscross lattices, traveling height waves, burst salvos, 30m geyser), elliptical grand parterre with statues, candelabra, bosquet, colonnade
01KY25Q24ME4W6V9G5TMJ8QW5Bff031b8d90Browse filesPickedp_sph: PATISSERIE -> FONTAINE — gilded two-tier fountain in a dusk palace court. Basin/pedestal/tazza SDFs + GPU drain pump with crown/side nozzles replace the mixing bowl; scalloped rim spills six overflow streams; pre-filled golden pool; champagne/rose tints blend in the basin. New fountaincourt set (checker plaza, balustrade, torcheres, peristyle, topiary); kitchen set and pat_tile/pat_wood shaders removed.
01KY1ZE2EG0GV50GQM51NF6TFZ015f81d805Browse filesCompare with this versionAAA polish pass: living material drives, screen-space SPH water, depth-aware volumes, grounded ridges, z-fight-free estate --- director: start() resolves DemoCamera when no camera is passed; commit canonical scene.json --- p_mow AAA pass: hot summer day — heat-haze post, marble/limestone/glass mansion, parched lawn, contact AO --- metadata for the mow estate shader assets --- p_tendril: bilateral body-plan tendril gait — side-locked anchors, role reach windows, progress-based release --- refactor(patisserie): DELUGE becomes a pastel-kitchen stand mixer — two colored SPH pours whisked into cream. 32k-particle sim (H 0.062 grid, agitation-scaled tint diffusion, bowl SDF boundary), fluid.module per-pixel color path, glass depth_write fix, Geo.cylinder winding fix, Geo.lathe builder --- chore: render missing material previews (publish-gate content requirements)
01KY0RS3WM1F012E2ARM3V5J549ec217b2cbBrowse filesCompare with this versionExpanded cut: six new parts + rebuilt collapse. FRESH CUT (30k-blade lawn, live mow trail), DISCHARGE (tesla coil, pooled fractal lightning), DELUGE (grid-binned GPU SPH water), CRAWLER (tentacled cave creature), PYRE (volumetric fire + smoke), REVOLUTION (vaporwave plaza, VHS post); COLLAPSE rebuilt with crane-driven CCD wrecking ball and visible chain. 13 parts, 360s. --- conformance: .metadata for ported shader/material assets
01KX8HWFXM74W1GFGHKSMSR14Ta25c35635fBrowse filesCompare with this versiondemo framework (director/shots/fx/volume/title3d/geo) + part 1 LUMEN god-ray chamber
01KX84WZV5ZZCJBM6FP81F26FX1be31d9b6aBrowse filesCompare with this version