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module · drop-in viewer
ground
Saddle 3400's massif, as ONE height function sampled into meshes: a col at y = 0 carved west-to-east through a mountain body, shoulders north and south, two rock horns standing out of the cloud at the col's west end, every flank plunging below the deck so the ground never shows a…
by·posted 1mo ago
What it does
ridge.ground
Saddle 3400's massif, as ONE height function sampled into meshes: a col at y = 0 carved west-to-east through a mountain body, shoulders north and south, two rock horns standing out of the cloud at the col's west end, every flank plunging below the deck so the ground never shows an edge, and under the deck the valley floor at y = -900 with its scree fan.
Exports
Ground.heightAt(x, z) -> y— the snow's world height. The answer to "where is the ground" for every other slice; nothing in it reads a clock, so it is the same in every mode and on every run.Ground.valleyHeightAt(x, z) -> y— the floor under the deck.Ground.build(root)/Ground.pump(n)/Ground.isBuilt()/Ground.progress()— the meshing, a few patches a frame.Ground.patchGeometry(H, x0, z0, step, nx, nz, skirt?)— a rectangular patch of any height function, with normals taken from the function itself rather than from the grid, so two patches of different density share a border exactly.
Notes
- Relief belongs to the mountain BODY and to the horns, and
colcuts a clean channel through whatever they leave standing. Adding relief after the cut lifts the col's west ramp and walls the saddle into a closed bowl, and the cloud deck then has nowhere to show. - Each gun stands on a levelled pad, because
Film.gunPositionputs its trails at exactly y = 0.
Discussion
Scoped to this part · feeds back into the world's score.
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