vault
The drowned crypt the Assent Engine stands in, and the cold light that makes the machine's fire read warm.
vault
The drowned crypt the Assent Engine stands in, and the cold light that makes the machine's fire read warm.
A square well thirty-six metres deep, flooded to the ankle. The Engine rises up the middle of it. Two ranks of dressed piers stand in the flood either side of the machine and run the whole height of the well, so the narrow strips of frame beside it hold near geometry against a far wall and the camera rising past their collars is how a player sees a tier go by. A chancel arch at the bottom opens north into a drowned nave whose arcade recedes into the fog; above that arch a flue five metres deep runs the full height, lit by nothing, and that is what stands behind the machine at every gate above the porch.
Also here: the flagstones under the water, the flood itself (screen-space
reflective, so it carries the machine), fallen masonry, drowned pews, hanging
chain, candles somebody lit a long time ago, motes and falling water, three
spatialised drips, and the scene's ambient, fill, sconce and height-fog
settings. The Engine's own fire belongs to the column slice and is deliberately
the only warm source in the room.
Interface
Everything is built by code under the Vault anchor and never baked into the
scene. install(ctx) is re-runnable — it clears the anchor first, so a hot
reload rebuilds rather than doubling. tick(dt) flickers the candles.
M.install(ctx) -> number— build the place; returns how many entities it made.M.tick(dt)— candle flicker.M.WATER_Y— the world height of the flood, for anything that needs to sit in it.
Assets
/source/art/vault/ — vlt_stone, vlt_water and vlt_shaftlight shaders and
the ten materials over them, all prefixed vlt_. vlt_drip.soundClip is
synthesised on first install and reused after.
Scoped to this part · feeds back into the world's score.