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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3110a75d-2…

runner

The hero asset of ANVIL CROWN: the single-seat storm-runner the player flies up the shaft, and everything that makes it read as a machine somebody has been flying through weather for a while.

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

airframe — the storm-runner

The hero asset of ANVIL CROWN: the single-seat storm-runner the player flies up the shaft, and everything that makes it read as a machine somebody has been flying through weather for a while.

What it is made of

PartWhat it carries
HullThe lofted fuselage, wings, winglets, tail fins, dorsal strake, gun pods, engine housing and canopy frames — one mesh, one plated material.
TrimThe warning paint: three chevrons on each wing root and the collar aft of the gun ports.
CanopyArmoured glass over the cockpit — transmissive, clearcoated, framed.
Pilot / VisorThe pilot behind the glass, and the amber instrument light on the visor.
GunHeatTwo collars at the muzzles. They carry the cannon's whole heat curve.
FlareThe engine bell's plume. It lengthens in an updraft and gutters in a downdraft.
NavPort / NavStarPort and starboard strobes, out of phase, so the silhouette survives a dark shaft.
FlapPort / FlapStarAilerons, hinged at the wing trailing edge.
RudPort / RudStarRudders on the tail fins.
AlarmThe warning paint again, in alarm red, flashing while the hull is in its invulnerability window.

How it plugs in

require("game.airframe.runner")

That registers the airframe system with AnvilDirector at order 50 and sets A.claims.airframe, which stands the director's stand-in wedge down. The AirframeRig component next door does the require for you when the scene brings it up.

The rig is built onto A.anchors.runner — the local pilot's body — and is rebuilt automatically if that body is replaced. It writes nothing on A.state. Flight owns the runner's motion and the body's own bank and yaw; everything here is a second layer on top of it, so the two never fight over the same number:

  • the airframe rolls a little further than the hull and settles a beat behind it;
  • the nose lifts under vertical thrust;
  • the ailerons and rudders deflect into the turn;
  • the whole thing trembles, harder while state.shake is up.

Reading it

  • require("game.airframe.runner").rig() — the live parts, by name.
  • require("game.airframe.runner").preview(host) — a loose, un-animated copy under host, for a beauty shot or a silhouette check.
  • require("game.airframe.authoring").generate() — re-author every mesh and material from the geometry in game.airframe.runnermesh.

Interface

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

conforms to

zero/source-extract/v2

strict

Model

runner_hull( ) → void

runner_trim( ) → void

runner_canopy( ) → void

runner_pilot( ) → void

runner_visor( ) → void

runner_flare( ) → void

runner_heat( ) → void

runner_nav_port( ) → void

runner_nav_star( ) → void

runner_flap_port( ) → void

runner_flap_star( ) → void

runner_rud_port( ) → void

runner_rud_star( ) → void

runner_skin( ) → void

runner_paint( ) → void

runner_glass( ) → void

runner_flesh( ) → void

runner_visorm( ) → void

runner_burn( ) → void

runner_glow( ) → void

runner_port( ) → void

runner_star( ) → void

runner_alarm( ) → void

meshFor(name: string) → any

argtypedescription
namestring

matFor(name: string) → any

argtypedescription
namestring

alive(e: any) → boolean

argtypedescription
eany

teardown( ) → void

clearOldRigs(body: any) → void

A module hot-reload drops the locals below but leaves the entities it spawned standing under the body, so every reload would otherwise stack another whole runner on top of the last one. The rig is named, and the name is the claim: anything already wearing it is cleared before a new one goes up.

argtypedescription
bodyany

buildRig(body: any) → boolean

argtypedescription
bodyany

quatFromEuler(rx: number, ry: number, rz: number) → void

argtypedescription
rxnumber
rynumber
rznumber

approach(current: number, target: number, rate: number, dt: number) → number

argtypedescription
currentnumber
targetnumber
ratenumber
dtnumber

animate(dt: number) → void

argtypedescription
dtnumber

build(anchors: ?) → void

argtypedescription
anchors?

update(dt: ?) → void

argtypedescription
dt?

reset( ) → void

rig( ) → void

preview(host: any) → void

Build a loose copy of the rig under `host`, for looking at the model on its own — a beauty shot, a silhouette check, a material pass. It is not wired to the blackboard and never animates; despawn `host` when you are done with it.

argtypedescription
hostany

Sub-parts

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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# runnermesh — the storm-runner's geometry The runner's hull is lofted here in code rather than imported, so every chine, panel break and control surface is a line in this file that can be re-made. ## Frame ``` +Y nose, the direction of travel +X starboard (screen right) -Z canopy side (toward the camera) +Z belly (away from the camera) ``` ## How a shape is described A part is a stack of **ribs** — closed loops of the same point count — lofted one to the next. `SECTION` is the fuselage's cross-section (peaked spine, hard upper chines, flatter belly); `AIRFOIL` is the wing's. The station tables (`STATIONS`, `WING`, `WINGLET`, `FIN`, `SPINE`, `CANOPY`) say where each rib sits and how big it is. Pairs of stations at nearly the same coordinate with different scale are the **panel breaks**: a real step in the surface, which is what takes a hard highlight off a lightning strike instead of a soft gradient. Everything is flat-shaded — every quad carries its own four vertices and its own face normal. That is what makes a hard-surface read, and it makes the per-quad vertex tint a per-panel tint rather than a smear. `Build:aim(centre)` declares the point a surface wraps, and any quad whose normal ends up pointing at it is emitted the other way round. That is what lets a winglet that climbs in Z more than it spans in X, or a fin that stands almost straight up, come out solid instead of inside-out. ## UVs The hull's UVs are an atlas, matching the plating authored in `game.airframe.authoring`: | Band | v | What | |---|---|---| | body | 0.02 – 0.46 | fuselage — u runs around the section, v runs tail → nose, one row per station | | wing | 0.52 – 0.72 | wings and winglets — u across the airfoil, v root → tip | | misc | 0.78 – 0.98 | spine, gun pods, bell, fins, canopy frames, control surfaces | ## Using it ```lua local RM = require("game.airframe.runnermesh") RM.meshNames -- every mesh this module can build RM.geometryFor("runner_hull")-- flat-array MeshGeometry, ready for asset.create ```
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# anvil <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · game/airframe/runner.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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± compat factor

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