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asset⌬ modulemoduleprimary: init.luau·part ofmodule proc.module·originates fromworld 07158574-5…

device

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by◐lumi·posted 5d ago
What it does

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Interface

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conforms to

zero/source-extract/v2

proc.device — the passes every op composes to work over elements on the device: counts that live in a buffer, prefix sums, compaction, gathers bounded by a device count, a free list of slots, and appends clamped to what the run can hold. Nothing here runs a loop over elements in Luau. Each call records dispatches; the element counts they work to are words in device buffers, written by one pass and read by the next, so no pass waits on the CPU to learn how many elements there are. Runs are sized to a CAPACITY the CPU knows; the count says how much of the run is live, and every kernel dispatched over the capacity leaves the rest alone. A count is a one-word run read as a u32. An index is carried in an f32 run, as every index in the substrate is, exact up to 2^24.

bufferName(col: any, what: string, binding: number) → string

argtypedescription
colany
whatstring
bindingnumber

writesOf(name: string, bindings: { any }) → void

Remember which of a program's storage bindings it writes - every one whose access is not "read" - so `wrote` can say so of the runs a dispatch of it binds.

argtypedescription
namestringThe program's key.
bindings{ any }The storage bindings it was compiled with, in order.

examples

proc.device.writesOf("sim_integrate", bindings)

wrote(name: string, cols: { any }) → void

Note that a dispatch of the program `name` over `cols` wrote the runs its writable bindings name, so a read of any of them taken before goes.

argtypedescription
namestringThe program's key.
cols{ any }The Columns the dispatch bound, in binding order.

examples

proc.device.wrote("sim_integrate", { P, v, accel })

wroteRun(col: any) → void

Note that a dispatch wrote the run `col`, so a read of it taken before goes — and, while `record` is recording, that replaying the recording writes it too.

argtypedescription
colanyThe Column a dispatch wrote.

examples

proc.device.wroteRun(state:column("point", "P"))

record(name: string, fn: (any) →

Run `fn`, its dispatches queued as they always are, and keep them as a list the device replays with one call. `list:run(values)` queues the same dispatches over the same runs again, each slotted param taking its value from `values`, and notes every run they write as written; `list:release()` lets it go. `fn` is handed a recorder whose `slotLast({ [param] = slot })` names which params of the dispatch it just made a run gives; every other value stays as recorded. `write(col, values, slots)` writes `values` into the run `col` now and records the write, the value at each place `slots` names (from 1) taken from that slot on a run. `guard(slot, body)` runs `body` and leaves every dispatch it made out of a run that gives `slot` as 0. A recording binds runs by name, so it stands for as long as every run `fn` bound does, and one made over runs that are later let go of is recorded again.

argtypedescription
namestringWhat the list is for, which its key starts with.
fn(anyThe work to record, given the recorder.

examples

local list = proc.device.record("sim_step", function(rec) dispatchStep(dt); rec:slotLast({ dt = "dt" }) end)

slotLast(_self: any, slots: { [string]: string }) → void

argtypedescription
_selfany
slots{ [string]: string }

write(_self: any, col: any, values: { number }, slots: { [number]: string }?) → void

argtypedescription
_selfany
colany
values{ number }
slots{ [number]: string }?

guard(_self: any, slot: string, body: () → void

argtypedescription
_selfany
slotstring
body(

writeCounterOf(list: any) → any

The write counter the runs a list writes share, made the first time the list runs.

argtypedescription
listany

run(self: any, values: { [string]: number }?) → boolean

Queue the list's dispatches again, each slotted param taking its value from `values`, and note the runs they write as written: one note of the write counter they share.

argtypedescription
selfany
values{ [string]: number }?The value of each slot, by name.

release(self: any) → void

Let the list go, and every chain it is part of with it.

argtypedescription
selfany

renamedEntry(entry: any, rename: (string) → void

An entry as a chain holds it, every slot it names and the slot that leaves it out renamed through `rename`.

argtypedescription
entryany
rename(string

chain(name: string, lists: { any }) → any

One list queueing the entries of each of `lists` in turn, in one call: what running each of them queues. The slots of each list are its own in the chain, so one list chained twice takes a value for each place: `chain.slotsOf[i][slot]` is what slot `slot` of the `i`-th list is named in the chain, and a run gives each its value under that name; a slot given no value keeps the value its list recorded. It notes every run they write as written, and goes when the first of them is let go of.

argtypedescription
namestringWhat the chain is for, which its key starts with.
lists{ any }The lists, in the order they run; a list may stand in it more than once.

examples

local chain = proc.device.chain("present", { first, second })

rename(slot: string) → string

argtypedescription
slotstring

kernelOnce(make: (any?, any?) →

A kernel builder that generates and compiles its kernel once per set of arguments: `make(a, b)` builds the kernel's source, compiles it and with that name without generating the source again. A build that raises keeps nothing, so the next call builds again. kernel's name.

argtypedescription
make(any?, any?The builder, taking up to two arguments and returning the

examples

local gatherKernel = proc.device.kernelOnce(function(lanes) return build(lanes) end)

program(name: string, source: string, bindings: { any }, params: { any }?) → void

argtypedescription
namestring
sourcestring
bindings{ any }
params{ any }?

asNumbers(col: any, what: string, binding: number) → any

`col` as a run of f32 words, for a binding that reads numbers: an index or a count a column of Int holds as i32 words is converted on the device. The converted run is kept on `col` for the version it was made from and goes with `col`; a recording converts again, so replaying it reads what `col` holds then.

argtypedescription
colany
whatstring
bindingnumber

run(name: string, cols: { any }, groups: number, out: any?, what: string, values: { [string]: number }?) → void

Queue `name` over the named runs, and let `out` hold every input until the device has read it: a dispatch reports only that it was queued.

argtypedescription
namestring
cols{ any }
groupsnumber
outany?
whatstring
values{ [string]: number }?

blocks(n: number) → number

argtypedescription
nnumber

grid(count: number, width: number) →

The workgroup grid a dispatch over `count` elements takes, `width` elements to a group: one row while the groups fit the 65,535 a device takes on one dimension, and rows of 65,535 past it. A kernel dispatched on it reads its element as `gid.x + gid.y * nwg.x * width`, with `nwg` the `@builtin(num_workgroups)`, and returns for an element at or past `count`.

argtypedescription
countnumberElements the dispatch covers.
widthnumberElements one workgroup covers: the kernel's `@workgroup_size`.

examples

compute.program.dispatch(name, { buffers = names, workgroups = device.grid(n, 64) })

count(value: number?) → any

A count held on the device: one word, read by kernels as a u32.

argtypedescription
valuenumber?The count it starts at. Default 0.

examples

local live = proc.device.count(0)

readCount(count: any) → number

What a device count holds, read back to the CPU. A readback: it waits for the device and is for inspection and tests, never for sizing work.

argtypedescription
countanyA count from this module.

examples

print(proc.device.readCount(live))

scan(values: any, count: any, capacity: number, mode: string?) →

The exclusive prefix sum of a run, on the device: each element's offset is the sum of the values before it, and the total is a device count. The run is scanned over `capacity`; elements at and past `count` add nothing. `mode` reads each value as a count ("counts", rounded), as a flag ("flags", any non-zero value is 1) or as a u32 word ("words", what an atomic count writes).

argtypedescription
valuesanyAn f32 Column holding at least `capacity` elements.
countanyA device count of the live elements, or a number.
capacitynumberHow many elements the run is scanned over.
modestring?"counts" (default), "flags" or "words".

examples

local offsets, total = proc.device.scan(births, live, 4096)

inverseOf(indices: any) → any

The map from every element to its place among the kept ones (-1 for one not kept) that the compaction writing `indices` keeps beside them, or nil when it keeps none. Written by the same pass as the indices, so it holds for them whenever they stand.

argtypedescription
indicesanyAn index run a compaction wrote.

examples

local inv = proc.device.inverseOf(slots)

compact(keep: any, count: any, capacity: number) →

The indices of the elements a flag run keeps, in their order, and how many there are — on the device. A filter, a split, the live particles of a solver and the members of any set are this.

argtypedescription
keepanyAn f32 Column: non-zero keeps the element.
countanyA device count of the elements to consider, or a number.
capacitynumberHow many elements the run holds at most.

examples

local live, n = proc.device.compact(alive, slots, 4096)

workFor(work: any, capacity: number, count: any) → any

A work table sized for `capacity` elements — every run it held for another size let go of — and the count a number of live elements stands in.

argtypedescription
workany
capacitynumber
countany

scanInto(work: any, values: any, count: any, capacity: number, mode: string?) →

What `M.scan` answers, written into runs `work` keeps from one call to the next: a pass that scans on every present makes its runs once. The offsets and the total are `work`'s own, rewritten by the next call. runs go.

argtypedescription
workanyA table the caller keeps, `{}` at first; `releaseWork` lets its
valuesanyAs `M.scan`'s.
countanyAs `M.scan`'s.
capacitynumberAs `M.scan`'s.
modestring?As `M.scan`'s.

examples

local offsets, total = proc.device.scanInto(book.scan, births, live, 4096)

compactInto(work: any, keep: any, count: any, capacity: number, inverse: boolean?) →

What `M.compact` answers, written into runs `work` keeps from one call to the next — the live elements of a solver on every present, with nothing made for them after the first. runs go. its place among them (`M.inverseOf`).

argtypedescription
workanyA table the caller keeps, `{}` at first; `releaseWork` lets its
keepanyAs `M.compact`'s.
countanyAs `M.compact`'s.
capacitynumberAs `M.compact`'s.
inverseboolean?Whether to keep beside the indices the map from every element to

examples

local live, n = proc.device.compactInto(book.live, alive, 4096, 4096)

releaseWork(work: any) → void

Let go of the runs a `scanInto` or `compactInto` work table holds.

argtypedescription
workanyThe table.

examples

proc.device.releaseWork(book.live)

valueParams(value: { number }?, lanes: number) → void

argtypedescription
value{ number }?
lanesnumber

wordOf(element: string, expr: string) → string

The number `expr` (an f32 expression) as the word a run of `element` holds: an `Int` run holds i32 words and a `UInt` run u32 words, so a value written into one is converted to the integer it names.

argtypedescription
elementstring
exprstring

letterOf(element: string) → string

The first letter of a word form, `f`, `i` or `u`, which a kernel's key carries for the run it writes.

argtypedescription
elementstring`"f32"`, `"i32"` or `"u32"`.

examples

proc.device.letterOf(col:element()) --> "i"

elementOfLetter(letter: string) → string

The word form a letter of `letterOf` names.

argtypedescription
letterstring`"f"`, `"i"` or `"u"`.

examples

proc.device.elementOfLetter("i") --> "i32"

gatherKey(lanes: number, dst: any) → string

The gather kernel that writes `dst`'s words from a source of `lanes`.

argtypedescription
lanesnumber
dstany

gather(src: any, indices: any, count: any, capacity: number) → any

The elements of a run at `indices`, the first `count` of them, into a run of `capacity` — on the device. An index naming no element of `src`, below 0 or past its end, reads zeros.

argtypedescription
srcanyA GPU Column.
indicesanyAn f32 Column of source indices.
countanyA device count of how many indices are live, or a number.
capacitynumberHow many elements the result holds.

examples

local P = proc.device.gather(state.P, live, n, 4096)

gatherInto(dst: any, src: any, indices: any, count: any) → any

The elements of a run at `indices`, the first `count` of them, into `dst`, a run standing — on the device. What `M.gather` does into a run of its own; the caller keeps what it reads standing until the device has read it.

argtypedescription
dstanyA GPU Column of `src`'s type the elements land in.
srcanyA GPU Column.
indicesanyAn f32 Column of source indices.
countanyA device count of how many indices are live.

examples

proc.device.gatherInto(standing.P, state.P, live, n)

scatterRun(out: any, src: any, indices: any, count: any, fill: ({ number } | false) → void

`src` scattered into `out` by `indices`, the other elements filled first; `holder` is the column that holds what the scatter reads, if any.

argtypedescription
outany
srcany
indicesany
countany
fill({ number } | false

scatter(src: any, indices: any, count: any, capacity: number, fill: ({ number } | false) →

The first `count` elements of `src` written to the places `indices` names, in a run of `capacity` whose other elements hold `fill` — on the device. The inverse of `gather`: what puts elements back where they stand, a compacted set back onto the slots it was taken from. element takes. per lane. Default zeros; `false` leaves those elements holding whatever the run held, for a caller that never reads them.

argtypedescription
srcanyA GPU Column, or a constant Column whose one value every scattered
indicesanyAn f32 Column of destination places.
countanyA device count of how many indices are live, or a number.
capacitynumberHow many elements the result holds.
fill({ number } | falseThe value every element nothing is scattered to holds, one number

examples

local P = proc.device.scatter(points.P, slots, n, 4096)

scatterInto(dst: any, src: any, indices: any, count: any, fill: ({ number } | false) →

What `M.scatter` does, into `dst`, a run standing: every element nothing is scattered to filled with `fill` again, and the first `count` of `src` written where `indices` names. The caller keeps what it reads standing until the device has read it.

argtypedescription
dstanyA GPU Column of `src`'s lanes the elements land in.
srcanyA GPU Column, or a constant Column.
indicesanyAn f32 Column of destination places.
countanyA device count of how many indices are live.
fill({ number } | falseAs `M.scatter`'s.

examples

proc.device.scatterInto(standing.P, points.P, slots, n)

filled(t: string, capacity: number, value: { number }?) → any

A run of `capacity` elements of type `t`, every one holding `value` (one number per lane; default zeros) — on the device.

argtypedescription
tstringThe column type.
capacitynumberHow many elements it holds.
value{ number }?The value, one number per lane.

examples

local zeros = proc.device.filled("Vec3", 4096)

fillInto(dst: any, value: { number }?) → any

Every element of `dst`, a run standing, set to `value` (one number per lane; default zeros) — on the device.

argtypedescription
dstanyA GPU Column.
value{ number }?The value, one number per lane.

examples

proc.device.fillInto(state:column("point", "alive"))

iota(capacity: number) → any

A run of `capacity` indices, each element holding its own: 0, 1, 2 ... — the indices of a set that stands where it is.

argtypedescription
capacitynumberHow many elements it holds.

examples

local here = proc.device.iota(4096)

copy(dst: any, src: any) → void

Copy `src` into `dst`, word for word, on the device: afterwards `dst` holds exactly what `src` held, a count or a float alike. The two are runs of one type and length. `dst` holds `src` until the next copy into it, so a run let go of straight after the copy is still there when the device reads it.

argtypedescription
dstanyA GPU Column.
srcanyA GPU Column of the same type and length.

examples

proc.device.copy(standing, fresh)

copyAt(dst: any, at: number, src: any, count: number) → void

Copy the first `count` elements of `src` into `dst` from element `at` on, word for word, on the device. The two are runs of one type; `dst` holds `src` until it goes, so a run let go of straight after the copy is still there when the device reads it.

argtypedescription
dstanyA GPU Column.
atnumberThe element of `dst` the first one lands at.
srcanyA GPU Column of the same type.
countnumberHow many elements to copy.

examples

proc.device.copyAt(frames, (f - 1) * capacity, framePositions, count)

placeShifted(dst: any, src: any, base: any, count: any, capacity: number, shift: any, held: boolean?) → any

Place the first `count` indices of `src` into `dst` starting at the element `base` names, each moved by the count `shift` holds — on the device. What joins parts whose indices address their own elements: a corner's point moved past the points of the parts before it. Default true.

argtypedescription
dstanyAn f32 GPU Column the indices land in.
srcanyAn f32 GPU Column of indices.
baseanyA device count: the element of `dst` the first one lands at.
countanyA device count of how many to place.
capacitynumberThe most `count` can be, which sizes the dispatch.
shiftanyA device count added to every index.
heldboolean?Whether `dst` holds the runs the placement reads until it goes.

examples

proc.device.placeShifted(joinedPt, part.pt, vertexAt, vertices, cap, pointAt)

lanesKey(lanes: { number }) → string

The lanes of each pair in a fused dispatch, as the part of its program's name that tells one set of widths from another.

argtypedescription
lanes{ number }

gatherManyInto(pairs: { { any } }, indices: any, count: any) → void

What `M.gatherInto` does for each pair, in a third of the dispatches: for every `{ dst, src }`, the elements of `src` at the first `count` of `indices` written into `dst`, a run standing. The caller keeps what they read standing until the device has read it.

argtypedescription
pairs{ { any } }`{ { dst, src }, ... }`, GPU Columns of matching lanes.
indicesanyAn f32 Column of source indices.
countanyA device count of how many indices are live.

examples

proc.device.gatherManyInto({ { outP, P }, { outV, v } }, live, n)

placeManyInto(entries: { { any } }, base: any, count: any, capacity: number, held: boolean?) → void

What `M.place` does for each entry whose source is a run, in a third of the dispatches: for every `{ dst, src, mul, add }`, the first `count` elements of `src` placed into `dst` from the element `base` names, each value written as `v * mul + add`. lanes; `mul` defaults to 1 and `add` to 0. goes. Default true; a caller keeping them standing itself passes false.

argtypedescription
entries{ { any } }`{ { dst, src, mul?, add? }, ... }`, GPU Columns of matching
baseanyA device count: the element of each `dst` the first one lands at.
countanyA device count of how many to place.
capacitynumberThe most `count` can be, which sizes the dispatch.
heldboolean?Whether each `dst` holds the runs its placement reads until it

examples

proc.device.placeManyInto({ { joinedP, P }, { joinedId, id, 2, 0 } }, at, n, 4096, false)

add(a: any, b: any) → any

The sum of two device counts, as a new one.

argtypedescription
aanyA device count.
banyA device count.

examples

local total = proc.device.add(nA, nB)

addInto(dst: any, a: any, b: any) → any

The sum of two device counts, written into `dst`, a count standing. The caller keeps `a` and `b` standing until the device has read them.

argtypedescription
dstanyA device count.
aanyA device count.
banyA device count.

examples

proc.device.addInto(bases[2], bases[1], nA)

sortInto(work: any, keys: any, count: any, capacity: number, bits: number) → any

The order of a run's elements by a u32 key, on the device: a stable radix sort, 8 bits a pass, into runs `work` keeps from one call to the next. Elements with equal keys keep their order, and every element at or past `count` comes after every live one, so a caller never reads the count back to know where the live ones end. runs go.

argtypedescription
workanyA table the caller keeps, `{}` at first; `releaseWork` lets its
keysanyA run of `capacity` u32 keys (a Float Column read as words).
countanyA device count of the live elements, or a number.
capacitynumberHow many elements the run holds.
bitsnumberHow many low bits of a key it orders by; a key uses no more.

examples

local order = proc.device.sortInto(work, cellKeys, live, 4096, 16)

gridInto(work: any, P: any, count: any, capacity: number, cellSize: number, bits: number?) → any

A spatial hash grid over points, on the device: every live point's cell (of side `cellSize`) hashed into one of 2^`bits` buckets, the points ordered by bucket — stably, so the same points give the same grid — and where each bucket's points start and end in that order. A kernel finding the points near a point walks it with `GRID_WGSL`, binding `cfg`, `range` and `order` as `gcfg`, `grange` and `gorder`: a neighbour search then costs the points in the 27 cells around a point rather than all of them. Its runs are `work`'s, built again in place by the next call. runs go. many buckets as points, between 2^4 and 2^16.

argtypedescription
workanyA table the caller keeps, `{}` at first; `releaseWork` lets its
PanyA Vec3 GPU Column of positions.
countanyA device count of the live points, or a number.
capacitynumberHow many points the run holds.
cellSizenumberThe side of a cell: at least the radius a search looks within.
bitsnumber?How many buckets, as a power of two. Default: enough for twice as

examples

local grid = proc.device.gridInto(work, points.P, live, 4096, radius)

fanNormals(P: any, pt: any, vstart: any, vcount: any, faceOf: any, vertices: number) → any

Each corner's normal from the fan triangles it belongs to, summed by area and made unit length (0, 1, 0 where they cancel), on the device: the normals a face list draws with when neither its corners nor its points carry any.

argtypedescription
PanyThe points' positions, a GPU Vec3 Column.
ptanyThe point each corner lands on, a GPU Column.
vstartanyWhere each face's corners start, a GPU Column.
vcountanyHow many corners each face has, a GPU Column.
faceOfanyThe face each corner belongs to (`primitiveOf`), a GPU Column.
verticesnumberHow many corners there are.

examples

local N = proc.device.fanNormals(P, pt, vstart, vcount, faceOf, nv)

mode(from: string?, run: any?) → number

argtypedescription
fromstring?
runany?

reset(count: any) → any

Set a device count back to zero, as a dispatch — so it lands between the passes around it, where a write from the CPU would land before all of them.

argtypedescription
countanyA device count.

examples

proc.device.reset(deadCount)

clampCount(count: any, capacity: number) → any

Bring a device count back to at most `capacity` — what an append pass whose threads outran the run leaves it at.

argtypedescription
countanyA device count.
capacitynumberThe most it may hold.

examples

proc.device.clampCount(hits, 1024)

freeList(capacity: number) → any

A free list of `capacity` slots on the device: every slot free, the lowest handed out first. Slots are taken with `reserve` and given back with `push`, each a dispatch; which slots and how many never reach the CPU.

argtypedescription
capacitynumberHow many slots it holds.

examples

local free = proc.device.freeList(4096)

reserve(self: ?, requested: any, into: any?) → any

Take up to `requested` slots. The grant is a two-word run: word 0 is where the taken slots start in `slots`, word 1 how many were taken (fewer than asked when the list runs short). A kernel reads the slot for its i-th new element as `slots[grant[0] + i]` for `i < grant[1]`. reserves every step keeps rather than making one each time. Omitted, a new one is made.

argtypedescription
self?
requestedanyA device count, or a number.
intoany?A two-word Column to write the grant into, which a caller that

examples

local grant = free:reserve(births)

push(self: ?, indices: any, count: any) → any

Give slots back: the first `count` indices of `indices` return to the list.

argtypedescription
self?
indicesanyAn f32 Column of slots.
countanyA device count, or a number.

examples

free:push(dead, deadCount)

refill(self: ?) → any

Every slot free again, the lowest handed out first — the list as `freeList` made it, in the runs it already holds.

argtypedescription
self?

examples

free:refill()

release(self: ?) → void

Release the list's runs.

argtypedescription
self?

histogram(keys: any, count: any, buckets: number) → any

How many live elements carry each key, on the device: bucket b holds the number of elements whose key is b. A key below 0 or past the last bucket is counted nowhere. The counts are u32 words — `scan` in "words" mode turns them into where each bucket's elements start.

argtypedescription
keysanyAn f32 Column of whole-number keys.
countanyA device count of the live elements, or a number.
bucketsnumberHow many buckets there are.

examples

local perPoint = proc.device.histogram(pointOfVertex, vertices, pointCount)

words(keys: any) → any

Whole-number keys held as floats — an index attribute, a group id — as the u32 words `sortInto` orders by, on the device. A negative key reads 0.

argtypedescription
keysanyAn f32 Column.

examples

local order = proc.device.sortInto(work, proc.device.words(groupOf), live, n, 16)

reduceOf(op: string?) → void

argtypedescription
opstring?

laneType(lanes: number) → string

argtypedescription
lanesnumber

sameLanesType(values: any, lanes: number) → string

The type a reduction of `values` answers in: its own when it is read at the lanes it holds, so a colour folds to a colour.

argtypedescription
valuesany
lanesnumber

releaseEdges(edges: any) → void

Let go of every run an `edges` table holds.

argtypedescription
edgesanyA table from `edges`.

examples

proc.device.releaseEdges(edges)

fromEnds(values: any, lanes: number, a: any, b: any, count: any, capacity: number, op: string?) → any

Values on elements that each join two ends — an edge its two points, a triangle side the two corners it runs between — each folded from the values at its ends by `op`, on the device.

argtypedescription
valuesanyA GPU Column of `lanes` floats per end.
lanesnumberFloats per element, 1 to 4.
aanyEach element's first end, an f32 Column.
banyEach element's second end, an f32 Column.
countanyA device count of the live elements.
capacitynumberHow many elements the runs hold.
opstring?"sum", "mean" (default), "min" or "max".

examples

local heatOnEdges = proc.device.fromEnds(heat, 1, edges.a, edges.b, edges.count, edges.capacity, "mean")

reduce(values: any, lanes: number, count: any, capacity: number, op: string?) → any

One value from every live element of a run, on the device: their sum, mean, least or greatest, per lane — the total of a column, its centroid, its bounds. The elements past `count` take no part.

argtypedescription
valuesanyA GPU Column of `lanes` floats per element.
lanesnumberFloats per element, 1 to 4.
countanyA device count of the live elements, or a number.
capacitynumberHow many elements the run holds.
opstring?"sum" (default), "mean", "min" or "max".

examples

local centroid = proc.device.reduce(P, 3, live, 4096, "mean")

fillParams(fill: { number }?) → void

A fill of one number per lane as the params the segment kernel reads.

argtypedescription
fill{ number }?

primitiveOf(vstart: any, vcount: any, prims: any, capacity: number, vertices: number) → any

The primitive each vertex belongs to, on the device: every live primitive names itself on the run of vertices it starts. How a per-face value reaches its corners, and how corners fold back onto their face.

argtypedescription
vstartanyWhere each primitive's vertices start, a GPU Column.
vcountanyHow many vertices each primitive has, a GPU Column.
primsanyA device count of the live primitives, or a number.
capacitynumberHow many primitives the runs hold.
verticesnumberHow many vertices there are.

examples

local faceOf = proc.device.primitiveOf(vstart, vcount, live, nprim, nv)

vertexNormals(P: any, pt: any, vstart: any, vcount: any, curve: any, points: number, vertices: number, prims: number, work: any) → any

Each point's normal from the faces around it, on the device: the sum of their normals weighted by their area, at unit length — a point on no face points up. Curves take no part. The vertices are ordered by the point they land on with a stable sort, so the same surface sums the same way every time.

argtypedescription
PanyThe points' positions, a GPU Vec3 Column.
ptanyThe point each vertex lands on, a GPU Column.
vstartanyWhere each primitive's vertices start, a GPU Column.
vcountanyHow many vertices each primitive has, a GPU Column.
curveanyNon-zero for a primitive that is a curve, a GPU Column.
pointsnumberHow many points there are.
verticesnumberHow many vertices there are.
primsnumberHow many primitives there are.
workanyA table the caller keeps for the sort's runs, `{}` at first.

examples

local N = proc.device.vertexNormals(P, pt, vstart, vcount, curve, np, nv, nprim, work)

floats(words: any) → any

u32 words — the order a sort hands back — as the f32 indices `gather` and `scatter` read, on the device.

argtypedescription
wordsanyA Column of u32 words.

examples

local indices = proc.device.floats(proc.device.sortInto(work, keys, live, n, 16))

orderKeys(values: any, descending: boolean?) → any

Float values as the u32 words `sortInto` orders by, so that ordering the words orders the values: least first, or greatest first when `descending`. Sorted over all 32 bits.

argtypedescription
valuesanyAn f32 Column of one float per element.
descendingboolean?Greatest first.

examples

local order = proc.device.sortInto(work, proc.device.orderKeys(age), live, n, 32)

bitsBelow(n: number) → number

How many bits a key below `n` takes.

argtypedescription
nnumber

segmentSteps(values: any, lanes: number, segments: any, count: any, capacity: number, key: string) → any

log2(n) steps of the segment kernel, ping-ponging between two runs.

argtypedescription
valuesany
lanesnumber
segmentsany
countany
capacitynumber
keystring

segmentScan(values: any, lanes: number, segments: any, count: any, capacity: number, op: string?) → any

The running fold of a run within segments, on the device: each live element holds the sum, least or greatest of every element of its segment up to and including itself. A segment is a run of neighbouring elements carrying the same `segments` value — the run sorted by group, or one value everywhere for a scan of the whole run. Elements past `count` keep their own value and take no part.

argtypedescription
valuesanyA GPU Column of `lanes` floats per element.
lanesnumberFloats per element, 1 to 4.
segmentsanyAn f32 Column: the segment each element is in.
countanyA device count of the live elements, or a number.
capacitynumberHow many elements the runs hold.
opstring?"sum" (default), "min" or "max".

examples

local runningTotal = proc.device.segmentScan(cost, 1, groupOf, live, n, "sum")

segmentSpread(values: any, lanes: number, segments: any, count: any, capacity: number) → any

Every live element given the value the last live element of its segment holds, on the device — what turns a running fold into each segment's total, standing on every one of its elements.

argtypedescription
valuesanyA GPU Column of `lanes` floats per element.
lanesnumberFloats per element, 1 to 4.
segmentsanyAn f32 Column: the segment each element is in.
countanyA device count of the live elements, or a number.
capacitynumberHow many elements the runs hold.

examples

local groupTotal = proc.device.segmentSpread(runningTotal, 1, groupOf, live, n)

divideBy(values: any, lanes: number, by: any) → any

Each element of a run divided by its own divisor, every lane by the same one, on the device; a divisor of 0 gives 0. A running sum over a running count is a running mean.

argtypedescription
valuesanyA GPU Column of `lanes` floats per element.
lanesnumberFloats per element, 1 to 4.
byanyAn f32 Column: one divisor per element.

examples

local mean = proc.device.divideBy(sums, 3, counts)

expand(offsets: any, total: any, capacity: number, from: any) →

A run laid out as segments end to end, expanded on the device: segment s holds its elements from `offsets[s]` up to the next segment's offset (the offsets `scan` makes of each segment's size), and each element is told the segment it belongs to and the element of a source it comes from — its segment's `from` plus its place within the segment. The inverse of a scan: what stamps a source at every point, one copy per segment. Elements at and past `total` belong to none and read -1. per segment. Segments past the live ones start at `total`. and its index in the source.

argtypedescription
offsetsanyAn f32 Column: where each segment starts, non-decreasing, one
totalanyA device count of the elements the segments hold in all.
capacitynumberHow many elements the expanded run holds.
fromanyAn f32 Column: where each segment's elements start in the source.

examples

local owner, at = proc.device.expand(offsets, total, cap, from)

composeByOwnerKernel(mode: string) → any

argtypedescription
modestring

composeByOwner(values: any, owner: any, total: any, own: any, mode: string) → any

Each element's orientation or scale composed with its owner's, on the device: "orient" turns a quaternion (x, y, z, w) by the owner's, so a copy keeps its own turn inside the owner's; "scale" multiplies a Vec3 scale by the owner's, axis by axis.

argtypedescription
valuesanyA GPU Column, one value per element: Vec4 for "orient", Vec3 for "scale".
owneranyAn f32 Column: each element's owner (what `expand` answers).
totalanyA device count of the live elements.
ownanyA GPU Column of the same type, one per owner.
modestring"orient" or "scale".

examples

local turned = proc.device.composeByOwner(libOrient, owner, total, pts.orient, "orient")

rebase(values: any, owner: any, total: any, to: any, from: any) → any

Indices into another run moved with the elements they name, on the device: each element's index, taken from a source where its owner's elements started at `from[owner]`, now names the same element where they start at `to[owner]`. What keeps a copied corner on its own copy's points.

argtypedescription
valuesanyAn f32 Column of indices, one per element.
owneranyAn f32 Column: each element's owner.
totalanyA device count of the live elements.
toanyAn f32 Column: where each owner's elements start now.
fromanyAn f32 Column: where each owner's elements started in the source.

examples

local pt = proc.device.rebase(libPt, owner, total, pointAt, pointFrom)

matches(values: any, value: number, count: any, capacity: number) → any

A flag on every live element of a run whose value is `value` (to the nearest whole number), on the device: 1 where it is, 0 elsewhere and past `count`. What `compact` takes to gather the elements of one kind — the points of one source, the members of one group.

argtypedescription
valuesanyAn f32 Column of one value per element.
valuenumberThe value an element is flagged for holding.
countanyA device count of the live elements, or a number.
capacitynumberHow many elements the flags cover.

examples

local ofRocks = proc.device.matches(pts.Mesh, 1, live, cap)

composeMatrices(dst: any, P: any, orient: any, scale: any, count: any, indices: any?) → any

One column-major 4x4 matrix per row, on the device: row r scaled by its element's `scale`, turned by its `orient` (a quaternion x, y, z, w) and moved to its `P` — the layout an instanced draw's transform buffer holds. With `indices`, row r is composed from the element `indices[r]` names; without, from element r. Rows at and past `count` hold zeros, which draw nothing.

argtypedescription
dstanyAn f32 GPU Column of 16 floats per row.
PanyA GPU Vec3 Column.
orientanyA GPU Vec4 Column.
scaleanyA GPU Vec3 Column.
countanyA device count of the rows to compose, or a number.
indicesany?An f32 Column naming each row's element, or nil.

examples

proc.device.composeMatrices(xf, pts.P, pts.orient, pts.scale, live)

Sub-parts

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36+items
·
assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
▲ 0↑ born
▣
module · born here
❒asset
▲ 0↑ born
▣
module · born here
❒asset
# compute_abi Module The kernel ABI of a `.computeShader`. A `bindings.yaml` that uses the ABI extensions is lowered to the plain bindings and WGSL the engine compiles; this module parses, lowers, compiles variants, allocates outputs, packs column tables and dispatches. ## Purpose A kernel is one asset that serves many shapes of data. `bindings.yaml` states: ```yaml bindings: - { name: cols, kind: columns, access: read } - { name: src, kind: buffer, access: read, element: T } - { name: dst, kind: buffer, access: read_write, element: T, count: "len(src)" } - { name: hits, kind: buffer, access: read_write, element: vec4<f32>, capacity: "n * 4", append: true } specialize: - { name: T, options: [f32, i32, vec2<f32>, vec3<f32>, vec4<f32>] } - { name: FOLD, options: [add, min, max, mean, set] } - { name: BODY, kind: source } determinism: exact ``` - `columns`: a table of columns in one storage binding (header: the column count, then four words a column: first word, lanes, count, kind). WGSL reads it through `NAME_count(c)`, `NAME_lanes(c)`, `NAME_f32/i32/u32(c, i, lane)`, `NAME_vec2/3/4(c, i)`; `access: read_write` adds `NAME_set_*`. Columns named at specialization are constants `NAME_col_<column>`. - `count` / `capacity`: the size, in elements, of an output the host allocates. The expression uses `n` (the dispatch size), the shader's params, `len(binding)`, `max`, `min`, `ceil`, `floor` and `+ - * / ( )`. - `append: true`: the output carries a live counter, `NAME_count`, bound right after it. `NAME_store(slot, v)`, `NAME_set_count(n)`, `NAME_count_value()`, `NAME_capacity()` are generated. `NAME_append(v)` (unordered, atomic) is generated for `determinism: float_order` only. - `specialize`: compile-time parameters. Type options become `alias NAME = type;`, named options become `const NAME: u32` plus `NAME_<option>`, and `kind: source` parameters replace the identifier with text. - `when` on a binding: a condition over the specialization options, `NAME=option` or `NAME=option|option`. The binding exists in the variants whose option holds and is left out of the others. Terms separated by spaces all hold (`COUNT=device STAGE=table`); alternatives separated by `;` hold when any one does (`COUNT=plain; COUNT=device STAGE=table`). Two bindings may share a name when their conditions never hold together. - `// @when NAME option option` ... `// @end` in the WGSL: the lines between them stay in the variants where the specialization `NAME` takes one of the options and are blanked in the others (the lines keep their numbers). Blocks may nest. Code that reads a binding a variant leaves out sits in such a block. - `bits: true` on a binding states that its words are raw bits (an f32 held in a u32 word, an atomic word): a column of another element type bound to a read binding that states it is bound as it is, where an i32, u32 or f32 read binding takes a column of another element type cast by value. - `determinism`: `exact` or `float_order`. An `exact` shader that calls `NAME_append` is refused. - `workgroup`: the workgroup size the body declares (default 64). Every scalar or vector `buffer` binding gets `NAME_get(i)`, `NAME_len()` and, unless `access: read`, `NAME_set(i, v)`. A `vec3` element is stored as a flat scalar array, matching a column of vec3 that is 12 bytes an element. `zero_n()` is the dispatch size. ## Usage ```luau local abi = require("@builtin::modules.compute_abi") local schema = abi.parse(bindingsYaml) local program = abi.program({ key = "my_kernel", schema = schema, wgsl = body }) local variant = program:variant({ specialize = { T = "vec3<f32>" } }) local run = variant:run({ n = 4, inputs = { src = srcBuffer } }) local values = abi.read(run.outputs.dst.buffer) ``` A computeShader asset reference exposes the same through `ref:program()`. ## API | Function | Does | |---|---| | `abi.parse(text)` | `bindings.yaml` to `{ bindings, params, specialize, determinism, workgroup }`; a text parses to one schema, the same table each time it is read | | `abi.isExtended(schema)` | whether the schema uses an extension | | `abi.lower(schema, wgsl, spec)` | the lowered source, bindings, params and host slots | | `abi.compile(key, lowered, label)` | compile a lowered variant once, answering its dispatch key | | `abi.program(def)` | a program; `program:variant(spec)` lowers and compiles a variant. A program over the schema and source of the one standing under its key is that program, with the variants it has lowered | | `variant:run(env)` | allocate outputs, bind, dispatch; answers the outputs and live counters. `env.outputs[binding]` is a buffer (or `{ buffer, count?, capacity?, counter? }`) the dispatch writes in place of an allocation; an appended output given one keeps the count its `counter` holds. The first run of a variant waits for its program to be built, so a read of an output asked for after the run sees what the dispatch wrote | | `abi.table(columns, opts)` | pack columns into one buffer for a `columns` binding | | `abi.evaluate(text, vars, lengths)` | evaluate a count expression | | `abi.read(buffer, asU32?)` | read a buffer back, waiting for the frames it takes |
▲ 0↑ born
·
assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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module · born here
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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module · born here
❒asset
# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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module · born here
❒asset
# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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module · born here
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# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars — the bare indicators only. A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), block-scalar chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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module · born here
❒asset
# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · systems/procgen.package/proc.module/device.module

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