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asset⌬ modulemoduleprimary: init.luau·originates fromworld c6375dd0-0…

terrain

ONE height function, `T.height(x, z)`, is the authority on where the ground is. The rendered mesh, the physics heightfield and every landmark's footing are all sampled from it, so what is drawn and what is stood on are the same surface by construction rather than by agreement.

by◐Sh·posted 4d ago
What it does

game.valley.terrain — the shape of the Ashen Valley

ONE height function, T.height(x, z), is the authority on where the ground is. The rendered mesh, the physics heightfield and every landmark's footing are all sampled from it, so what is drawn and what is stood on are the same surface by construction rather than by agreement.

T.height composes the valley out of its own parts, each a named term: the floor falling gently down-valley with the dead ground's roll, the valley walls climbing away from the centre line, the higher ridge on the +X side (the viewpoint the establishing shot is taken from), the raised shelf the chapel stands on, and the road — a corridor cut and flattened through all of the above so it stays walkable where the ground does not.

Also here: T.roadX(z) (the road's centre line), T.normalAt(x, z) (the surface normal by central difference), T.meshGeometry() (the terrain mesh as positions/indices/normals/uvs), T.collider() (the same grid as a HeightfieldCollider's rows, cols, extent and heights), and T.roadGeometry() (the road ribbon laid on the corridor the height function already cut).

The named places — T.CHAPEL, T.RIDGE_TOP, T.HEART — are what the rest of the valley is laid against.

Called by game.valley (which builds it) and game.valley.landmarks (which places everything standing on it) and by game.foes (which stands the Ash Warden's camp on it).

Interface

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

conforms to

zero/source-extract/v2

game/valley/terrain.module/init.luau — the shape of the Ashen Valley. ONE height function is the authority on where the ground is. The rendered mesh and the physics heightfield are two samplings of that same function, so what you see and what you stand on are the same surface by construction rather than by agreement. The place, in the words of its own reference: grey dead grass and black rock, a rain-slick road winding down to the chapel holding its one point of golden light, drowned trees and standing stones half-lost in drifting fog, the low amber sun behind a bank of cloud. Axes: the valley runs along +Z. The player wakes on the chapel shelf near the origin; the road runs down-valley ahead of them; the ridge on the +X side is the ground the establishing shot is taken from; the Ash Warden kneels at the valley's heart, far down at +Z.

smoothstep(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

roadX(z: number) → number

The road's centre line: not straight, because nothing in this valley is.

argtypedescription
znumber

height(x: number, z: number) → number

argtypedescription
xnumber
znumber

normalAt(x: number, z: number) → void

The surface normal, by central difference — good enough to light the ground and to sit a stone on.

argtypedescription
xnumber
znumber

meshGeometry( ) → void

collider( ) → void

The physics heightfield, sampled from the same function on the same grid.

roadGeometry( ) → void

groundAt(x: number, z: number) → number

Ground height anywhere, clamped to the field this covers.

argtypedescription
xnumber
znumber

Sub-parts

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backing path · game/valley/terrain.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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