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

geo

The small geometry kit the THREATS slice builds its silhouettes with.

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

geo — outlines, extruded

The small geometry kit the THREATS slice builds its silhouettes with.

ANVIL CROWN is 2.5D: every piece of gameplay lives on the plane z = 0 and the camera looks straight down +Z from one fixed station. So a threat's silhouette is the whole read, and the natural way to author one is to draw a 2D outline and extrude it toward the camera.

local G = require("game.threats.geo")

local rock = renderer.mesh.create(G.prism(G.ngon(11, 1.85, 0.44, seed), 1.0, -1.0, 0.62))

The kit

callwhat it makes
G.ngon(n, r, jitter?, seed?)a regular n-gon, optionally roughened — the same seed always gives the same rock
G.star(points, outer, inner)an n-pointed star, for a burst
G.rect(cx, cy, hw, hh)an axis-aligned rectangle
G.shift(pts, dx, dy) / G.scale(pts, sx, sy?)move or resize an outline without rebuilding it
G.prism(pts, backZ, frontZ, inset?)extrude an outline into a solid with a chamfered front
G.prismAbout(pts, backZ, frontZ, inset, cx, cy)the same, chamfering toward an explicit point — what an off-centre wing or barrel needs
G.merge({ geo, … })weld several pieces into ONE mesh
G.triangles(geo)the triangle count, the number to watch when a pool grows

Outlines are counter-clockwise in XY. +Y is up on screen, -Y is the way the storm falls, and the front (camera-facing) face of a prism sits at the more negative Z.

Two things it does on purpose

The chamfer. inset pulls the near ring in toward the outline's centre, so the front face is a smaller copy of the back one and the sides between them catch light at an angle. Without it a prism reads as a flat card the moment a lightning flash crosses it.

Flat normals. Every triangle carries its own face normal — vertices are duplicated per triangle rather than shared. The result is faceted on purpose: in a shaft lit from within by its own electricity, facets are what make a shape turn as it falls.

G.merge matters more than it looks: attaching a Model component costs about thirty times what creating the entity does, so a threat made of five plates in one material should be one mesh and one entity, not five.

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

ngon(n: number, r: number, jitter: number?, seed: number?) → void

A regular n-gon of radius r, optionally roughened. `jitter` is the fraction of r each vertex may pull in by, driven off `seed` so the same seed always yields the same rock.

argtypedescription
nnumber
rnumber
jitternumber?
seednumber?

star(points: number, outer: number, inner: number) → void

An n-pointed star: long spikes at `outer`, valleys at `inner`.

argtypedescription
pointsnumber
outernumber
innernumber

rect(cx: number, cy: number, hw: number, hh: number) → void

An axis-aligned rectangle, counter-clockwise.

argtypedescription
cxnumber
cynumber
hwnumber
hhnumber

shift(pts: { Pt }, dx: number, dy: number) → void

Move an outline without rebuilding it.

argtypedescription
pts{ Pt }
dxnumber
dynumber

scale(pts: { Pt }, sx: number, sy: number?) → void

argtypedescription
pts{ Pt }
sxnumber
synumber?

emitTri(g: Geometry, p: Pt, q: Pt, r: Pt) → void

argtypedescription
gGeometry
pPt
qPt
rPt

prism(pts: { Pt }, backZ: number, frontZ: number, inset: number?) → Geometry

Extrude a counter-clockwise outline into a solid with a chamfered front. backZ the far ring's depth (positive, away from the camera) frontZ the near ring's depth (negative, toward the camera) inset how far the near ring pulls in, 0..1 — this is the chamfer that catches a highlight and stops the shape reading as a flat card Every triangle carries its own face normal, so the result is faceted on purpose: in a shaft lit by lightning, facets are what make a shape turn.

argtypedescription
pts{ Pt }
backZnumber
frontZnumber
insetnumber?

prismAbout(pts: { Pt }, backZ: number, frontZ: number, inset: number, cx: number, cy: number) → Geometry

Same, but the chamfer pulls toward an explicit point rather than the origin — what a wing or a barrel needs, where the outline is not centred.

argtypedescription
pts{ Pt }
backZnumber
frontZnumber
insetnumber
cxnumber
cynumber

merge(parts: { Geometry }) → Geometry

Weld several pieces into one mesh, so a threat made of five plates is still ONE Model component. Attaching a Model costs ~30x what spawning the entity does, so merging is the difference between a pool that builds smoothly and one that hitches.

argtypedescription
parts{ Geometry }

triangles(g: Geometry) → number

How many triangles a piece carries — the number to watch when a pool grows.

argtypedescription
gGeometry
⌬ Types
Pt = { number }Geometry = { positions: { number }, indices: { number }, normals: { number } }

Sub-parts

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backing path · game/threats/geo.module

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± compat factor

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