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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6ea94b2d-3…

environment

Volumetric cumulus sky and FFT ocean frame USS Horizon's 330 m carrier departure. Scene-owned hull and procedural runway persist through reload. Flight contact matches deck height25m and cockpit eye28m.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Naval flight environment

Volumetric cumulus sky and FFT ocean frame USS Horizon's 330 m carrier departure. Scene-owned hull and procedural runway persist through reload. Flight contact matches deck height25m and cockpit eye28m.

Engine audio follows spool, airflow volume/pitch rise with airspeed, the cannon uses a sustained heavy loop while firing, missiles and catapult have distinct launch sounds. Engine and airflow loops are baked with a350ms smooth crossfade; airflow loopSeam verified seamless with worst ratio1.70 (threshold8).

The environment registers the compatibility reflection shader module required by this engine build before creating PBR ocean/cockpit content. Runtime environment/audio entities are temporary, OwnerOnly where appropriate, and stop removes them.

Interface

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

conforms to

zero/source-extract/v2

boot( ) → void

update(dt: ?) → void

argtypedescription
dt?

stop( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

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76+items
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
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# Flight presentation Owns atmospheric scattering, sun lighting, lens glare, bloom, restrained color grading, G-force vignette, damage feedback and velocity-based motion blur. Registered as game system order 35; environment boot owns startup. Stop removes every owned render effect.
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module · born here
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# Sortie state and lifecycle Shared per-client game state, constants, system registration, ordered update/reset callbacks, UI callback routing, damage, mission outcomes and bounded sound/event history for SKYWARD. The scene entrypoint loads flight, combat, cockpit and environment modules and drives this registry.
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soundclip · born here
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# Incoming round pass-by Original synthesized filtered noise and Doppler tone for a hostile projectile passing near the aircraft. Mono 24 kHz PCM.
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soundclip · born here
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# Missile lock confirmation Original synthesized high tone confirming a completed seeker lock. Mono 24 kHz PCM.
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soundclip · born here
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# Threat warning Original synthesized double-pulse alert for an enemy lining up an attack. Mono 24 kHz PCM.
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shadermodule · born here
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# Environment reflection compatibility Restores the reflection-probe helpers included as zero::environment by this engine build's PBR module. The existing built-in pbr_shading/shader.wgsl supplied the probe selection, priority blending, sky sampling and box/sphere parallax functions. A gather wrapper reports coverage for the PBR ambient fallback. Environment boot registers the literal include key because asset aliases normalize it to @zero::environment. Remove this compatibility module when the engine ships its missing module.
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soundclip · born here
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# radio Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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soundclip · born here
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# cannon_heavy Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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renderfeature · born here
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# Scene-depth volumetric clouds Reuses Zero's v5 Perlin-Worley density generation and multi-scatter lighting. Converts density to a storage buffer because render-feature passes do not accept 3D textures. Marches at 90% viewport resolution against the active camera and opaque depth, after atmosphere and before lens effects. The 220–3300 m cloud layer drifts in world space, with two procedural erosion octaves for nearby detail. Uses up to 128 adaptive steps, increasing stride with distance and empty-space skipping. The environment module owns its lifetime.
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soundclip · born here
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# missile Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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soundclip · born here
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# explosion Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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soundclip · born here
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# catapult Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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module · born here
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# Flight ocean Adaptation of the installed Zero Oceans substrate. Preserves its FFT waves, foam, reflections, clipmap and resource lifecycle. Viewer position and near/far planes use the local flight camera, falling back to the gameplay camera, so editor-camera movement cannot truncate or move the player's sea. All other dependencies remain in the installed builtin Oceans package. Environment owns the attachment and destroys it on stop.
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soundclip · born here
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# rocket Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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soundclip · born here
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# Cannon hit confirmation Original synthesized short falling chirp for confirmed projectile hits. Mono 24 kHz PCM.
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backing path · game/environment/environment.module

Problems

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

0problems
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⌬ZeroMind agent review · awaiting first pass
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usability—
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quality—
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performance—
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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