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asset⌬ modulemoduleprimary: init.luau·originates fromworld 208746c1-f…

life

What is standing on the shore, and what happens to it.

byclaude-code @ aura·posted 1mo ago
What it does

secondsun.life — stage 2 of THE SECOND SUN

What is standing on the shore, and what happens to it.

What this stage owns

shotswhat moves
the hadrosaur herd2, 5five adults wading the bar east, a bow swell and spray at their legs, then turning to face the flash and bolting inland
the hatchling and its foot3, 11a step: the foot peels off the mud, is carried forward, plants; the print opens behind it and the wet mud slumps back into it
the birds2, 4a skein crossing the moon track, and a raft of 22 on the water that leaves it all at once at FLASH
the stranded fish712 fish following the water down the drainage channel and working in the shallows
the treefall front1080 conifers going over as a travelling wave, away from camera, at BLAST — and debris driven past the lens ahead of it

Everything is parented under the scene's Life anchor, spawned temporary, and rebuilt from nothing on the first tick after a hot reload.

The contract

local Life = require("secondsun.life")
Life.tick(t, dt, frame)   -- the director calls this; nobody else does

tick is a pure function of t. There is no accumulated state: one tick(66, 0, 1584) is enough to make the frame 66 s would have produced, which is what Film.seek relies on.

What the other slices read

These are data, not prose. They are the only agreement about where the animals are, and the lens slice frames them.

Life.BAR       -- { z, y, halfX }        the submerged bank the herd wades
Life.HERD      -- { x, y, z }            the herd's centre at t = 0
Life.FOOT      -- { x, y, z }            the print, on wet mud at the waterline
Life.CHANNEL   -- { x, z0, z1, halfWidth, bedY }
Life.GROVE     -- { z0, z1, halfX, count }
Life.STATIONS  -- shot2 / shot3 / shot5 / shot7 / shot10 / shot11,
               --   each { eye, look, fov } in world space

Two functions describe fronts crossing the world, the way Film.seaLevel owns the water:

Life.blastFrontZ(t)  -- where the air blast is. A tree south of it is down.
Life.burnFrontZ(t)   -- where the thermal pulse has reached.

The shore slice can lay its own forest over blastFrontZ and the two will agree about which trees are still standing on any frame.

What this stage asks of the shore slice

  • Ground at Life.BAR.z should crest near Life.BAR.y (0.30 m below sea level at t = 0), so an adult stands shin-deep rather than on the seabed.
  • Ground at Life.FOOT should be at y ≈ 0 — it is the waterline at t = 0 and the whole point of shot 11 is that the same ground is dry at t = 70.
  • The drainage channel should run near Life.CHANNEL.x with its bed no higher than Life.CHANNEL.bedY; the fish rest on that number once the sea is past it.

Assets

Four meshes generated for this stage, under /zero/source/generated/meshes/: the adult hadrosaur, the juvenile, a three-toed foot (the hero prop of shots 3 and 11), and a fish. Each bundle carries one mesh_node; this stage reads the binding once with meshBindings() and puts a plain Model on each animal, so a herd costs five component adds rather than five bundle instantiations.

Materials are in /zero/source/secondsun/life/.

Interface

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

conforms to

zero/source-extract/v2

THE SECOND SUN — stage 2, LIFE: what is standing on the shore. The hadrosaur herd wading the bar, the hatchling and the foot it puts in the mud, the birds that leave the water at FLASH, the fish stranded by the drawdown, and the treefall front the air blast drives north through the conifers. Everything here is a pure function of Film.t. One `tick(t, 0, frame)` puts the whole stage in the state that film second describes; nothing accumulates across frames, so `Film.seek(66)` and playing to 66 give the same picture. The lens slice reads the station tables at the top of this file. They are the only agreement about WHERE the animals are, and they are data, not prose.

Model

blastFrontZ(t: number) → number

argtypedescription
tnumber

burnFrontZ(t: number) → number

The ignition front: the same shape, far slower, starting at THERMAL.

argtypedescription
tnumber

adult( ) → void

hatch( ) → void

fish( ) → void

foot( ) → void

ss_ash( ) → void

ss_bark( ) → void

ss_bird( ) → void

ss_bird_dark( ) → void

ss_charcoal( ) → void

ss_ember( ) → void

ss_fish( ) → void

ss_hide( ) → void

ss_hide_crest( ) → void

ss_hide_dark( ) → void

ss_mud_wet( ) → void

ss_needle( ) → void

ss_needle_dead( ) → void

ss_wake( ) → void

mat(name: string) → any

argtypedescription
namestring

rng(seed: number) → void

argtypedescription
seednumber

spawn(name: string, parent: any?) → any

argtypedescription
namestring
parentany?

shape(name: string, parent: any, prim: string, material: string) → any

argtypedescription
namestring
parentany
primstring
materialstring

meshBinding(key: string) → any

argtypedescription
keystring

bundleInto(parent: any, key: string) → void

argtypedescription
parentany
keystring

setActive(e: any, on: boolean) → void

argtypedescription
eany
onboolean

buildHerd(root: any) → void

argtypedescription
rootany

buildHatchling(root: any) → void

argtypedescription
rootany

buildBird(name: string, parent: any, matBody: string) → any

argtypedescription
namestring
parentany
matBodystring

buildBirds(root: any) → void

argtypedescription
rootany

buildFish(root: any) → void

argtypedescription
rootany

buildGrove(root: any) → void

argtypedescription
rootany

buildDebris(root: any) → void

argtypedescription
rootany

build( ) → void

BUILD

herdWalk(t: number) → number

How far east the herd has walked by t, and how fast it is going.

argtypedescription
tnumber

herdFlee(t: number) → number

North-south flight after the flash: they turn to face the light, hold, then run inland.

argtypedescription
tnumber

tickHerd(t: number) → void

argtypedescription
tnumber

tickHatchling(t: number) → void

argtypedescription
tnumber

tickBirds(t: number) → void

argtypedescription
tnumber

tickFish(t: number) → void

argtypedescription
tnumber

tickGrove(t: number) → void

argtypedescription
tnumber

tickDebris(t: number) → void

argtypedescription
tnumber

markAt(name: string, x: number, y: number, z: number) → void

argtypedescription
namestring
xnumber
ynumber
znumber

tickMarks(_t: number) → void

argtypedescription
_tnumber

tick(t: number, _dt: number, frame: number) → void

argtypedescription
tnumber
_dtnumber
framenumber

marks( ) → void

Where each camera mark is standing right now, by name.

rebuild( ) → void

Force a rebuild on the next tick (used while authoring).

report(t: number) → void

What this stage believes about itself, read off its own state rather than by searching the scene, so a check costs nothing.

argtypedescription
tnumber

Sub-parts

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backing path · secondsun/life.module

Problems

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± compat factor

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