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asset⌬ modulemoduleprimary: init.luau·originates fromworld db2c16ac-a…

p_sph

FONTAINE demo part: a full water show on a 170x66-meter oval lake, running real GPU SPH water (32768 particles, grid-binned over a 180x40x79m domain, 4 compute passes per substep) in a vast dusk parterre garden. A monumental three-tier fountain island rises 14 meters at the lake'…

byclaude-code @ aura·posted 3mo ago
What it does

p_sph

FONTAINE demo part: a full water show on a 170x66-meter oval lake, running real GPU SPH water (32768 particles, grid-binned over a 180x40x79m domain, 4 compute passes per substep) in a vast dusk parterre garden. A monumental three-tier fountain island rises 14 meters at the lake's center; a twenty-four-nozzle articulated line array runs the lake's long axis and sixteen more articulated nozzles ring the island. The choreography sweeps a jet packet the length of the lake, doubles it into two packets crossing mid-lake, then opens everything into traveling height waves, a crisscross lattice of crossing jets, and a rotating spiral — punctuated by synchronized burst salvos riding the score — before one held breath and a 30-meter crown geyser whose fallback blooms over all three cascading dishes. The force pass's drain pump recycles all pooled water back out of the nozzles with fresh tint, so the show runs continuously from a fixed particle budget while agitation-scaled tint diffusion blends champagne, rosé, and pale gold where the lake churns. The island's sixteen nozzle urns physically lean with their jets as the patterns sweep. Rendered through preseed.fluid's screen-space surface with its per-particle color path (psph_rpos / psph_rcol); the garden around the lake is preseed.fountaincourt.

Interface

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

conforms to

zero/source-extract/v2

preseed/parts/p_sph.module — FONTAINE: real GPU SPH water (~340k live particles, counting-sort binned once per frame, density+force substeps pacing simulated time to the clock) staging a full water show on a 170x66-meter oval lake in a vast dusk parterre garden. At the lake's center a monumental three-tier fountain island rises 14 meters; down the lake's long axis runs a twenty-four-nozzle articulated line array, and sixteen more articulated nozzles ring the island. The show opens on a still mirror: a champagne crown ignites, a packet of jets sweeps the full length of the lake, doubles into two packets crossing mid-lake, and the island ring wakes chasing; at full glory every nozzle runs — traveling height waves the length of the lake, a crisscross lattice of crossing jets, a rotating spiral on the ring, punctuated by synchronized burst salvos riding the score — while eight rosé tier jets arc from the middle dish and the dishes cascade over scalloped rims. At the finale everything cuts for one held breath and the crown fires a geyser over thirty meters above the lake, line and ring shimmering beneath it, before the show eases off and the water settles back into a golden mirror. A GPU drain pump recycles all pooled water back out of every nozzle, so the whole show runs continuously from a fixed particle budget. The water renders through the engine's fluidSurface: the force pass streams interleaved world-space render records (pos, vel, foam, tint) to psph_render, and the surface splats them with velocity stretch, per-particle color blending, and a churn foam layer driven by the sim's agitation field — champagne, rosé, and pale gold visibly blend where the show churns the lake.

shader(ref: ?, name: ?) → void

Each pass is resolved from a literal identity, which is what records this module's dependency on the shader and carries it along wherever the module goes.

argtypedescription
ref?
name?

smooth(u: ?) → void

argtypedescription
u?

basinGeom( ) → void

island basin rim wall: one lathe strip — interior wall from the basin floor up, over the molded rim, down the outer face into the lake

plinthGeom( ) → void

central plinth rising from the basin to carry the lower dish

tierGeom(T: ?, backR: ?) → void

one tier dish: interior along the dish sphere → molded lip → underside back to its pedestal collar — the same sphere the sim holds as a shell

argtypedescription
T?
backR?

ped1Geom( ) → void

pedestal between the lower and middle dishes: entasis shaft and collar

ped2Geom( ) → void

pedestal between the middle and upper dishes

finialGeom( ) → void

gilded finial: stem from the upper dish floor, urn belly, neck, crown cup — the crown nozzle sits at its 14-meter tip

nozzleGeom( ) → void

one articulated island rim nozzle: a gilded urn that leans with its jet

nozzleRot(a: ?, k: ?, phase: ?, stepA: ?, tilt: ?, wave: ?) → void

nozzle aim: the same lean the shader gives the jet — tangential tilt from the traveling wave over a fixed inward cant

argtypedescription
a?
k?
phase?
stepA?
tilt?
wave?

releaseBuffers(ctx: ?) → void

argtypedescription
ctx?

applyLook( ) → void

The dusk this garden is lit by. Scene-wide state — the sky, the key, the ambient, the clear colour — so it belongs to `enter` and not to `build`: the director may build a part up to a second before its cut, under the outgoing part's fade, and a sunset installed there would land on the part still on screen. The lights BELOW this, which stand in the part's own world area and reach nothing outside it, stay in `build`.

build(ctx: ?) → void

argtypedescription
ctx?

seedAt(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

enter(ctx: ?) → void

argtypedescription
ctx?

emitStream(ctx: ?, k: ?, px: ?, py: ?, pz: ?, vx: ?, vy: ?, vz: ?, jx: ?, jz: ?, tint: ?, dt: ?) → void

emit a burst of live particles as a jet stream: positions spread along the sub-frame trajectory so the stream reads as a column, not clumps

argtypedescription
ctx?
k?
px?
py?
pz?
vx?
vy?
vz?
jx?
jz?
tint?
dt?

emitJets(ctx: ?, t: ?, dt: ?, jetV: ?) → void

CPU emission: the crown stream and the staggered tier jets pour the show's opening water in; the GPU pump keeps every nozzle fed from the lake after

argtypedescription
ctx?
t?
dt?
jetV?

ringWindow(head: ?, w: ?) → void

island ring choreography, as a 16-bit mask: a chasing packet, the full ring through the glory, one held breath, an odd/even shimmer under the geyser, and a closing window that shrinks away with the ease

argtypedescription
head?
w?

ringMaskAt(t: ?) → void

argtypedescription
t?

lineWindow(head: ?, w: ?) → void

lake line choreography, as a 24-bit mask: a five-jet packet sweeping the full length of the lake, two packets crossing mid-lake, the whole line through the glory, the breath, an alternating shimmer under the geyser, and a window collapsing to the center with the ease

argtypedescription
head?
w?

lineMaskAt(t: ?) → void

argtypedescription
t?

drivePatterns(ctx: ?, t: ?, dt: ?) → void

the nozzle articulation program: traveling height waves, the crisscross lattice, the rotating spiral / serpentine wave, the fast shimmer under the geyser — decaying with the ease. Also times the burst salvos.

argtypedescription
ctx?
t?
dt?

driveFountain(ctx: ?, t: ?, dt: ?) → void

the pump choreography: a trickle feeds the chases, the main ramp opens the full show, the surge fires the geyser, and the fade lets the lake settle; the crown / ring / line / tier shares follow the phase

argtypedescription
ctx?
t?
dt?

stepSim(ctx: ?, substeps: ?, dtSub: ?) → void

argtypedescription
ctx?
substeps?
dtSub?

update(ctx: ?, t: ?, dt: ?) → void

argtypedescription
ctx?
t?
dt?

exit(ctx: ?) → void

argtypedescription
ctx?

Sub-parts

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68+items
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module · born here
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# geo A module script.
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module · born here
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# fx A module script.
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# volume A module script.
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computeshader · born here
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# psph_clear Preseed demo SPH pass 1/4: zeroes the spatial-hash cell counters each substep.
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shader · born here
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# mow_marble Polished veined marble surface for the mow estate's luxury stonework — portico columns, window trim, balustrades, urns, the grand steps and the fountain. Procedural: two ridged-fbm vein systems over a warm white base with sparse gold flecks, blinn highlight, fresnel sky sheen, and a ground-contact ambient-occlusion band (`ao_amt` / `ao_h` / `ao_y0`). Vertex color multiplies the base, so one material covers both white statuary marble and warm travertine.
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module · born here
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# fountaincourt The FONTAINE part's grand parterre: the static formal garden laid out around the oval lake. A checkerboard promenade rings the water behind its stone coping; twelve gilded statues with raised torch cups and twelve bronze candelabra stand on the promenade; gravel walks continue the lake's axes, lined with conical topiary; elliptical rings of hedge scrollwork and softly glowing flower bands fill the parterre; a tall bosquet wall crowned with trees closes the garden room; and a twenty-eight-column colonnade rings the far horizon under a continuous entablature with a gold trim. The part itself (`preseed.parts.p_sph`) builds the lake and the fountain island; this module builds only the garden around them, all of it part-local with the promenade at y = 0 and the lake's long axis along x.
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computeshader · born here
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# psph_scatter A computeShader script.
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computeshader · born here
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# psph_scan_block A computeShader script.
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computeshader · born here
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# psph_force Preseed demo SPH pass 4/4: pressure/viscosity/cohesion forces, XSPH smoothing, integration, and collision against the water stage — the oval lake (elliptic coping wall and a water-surface plane that landed spray rides on), the three-tier fountain island (round two-sided basin wall, plinth, three scallop-rimmed dish shells, pedestal segments, finial stem), and the plaza — plus a scripted sphere collider. Diffuses each particle's liquid tint toward its neighbors' at an agitation-scaled rate (`colMix`), so churning water blends the jet colors. A drain pump recycles all pooled water back out of the nozzles with fresh tint: the crown (`crownW`/`jetV`/`crownSpread`), sixteen articulated island rim nozzles (`ringW`/`ringMask`/`ringV`/`ringVy`, leaning by `ringTilt*sin(ringPhase - k*ringStep)` with a `ringVyWave` height wave), a twenty-four-nozzle line array down the lake's long axis (`lineW`/`lineMask`/`lineVy`/`lineTilt`/`linePhase`/`lineStep`/`lineVyWave`), and eight tier jets (`sideN`/`sideV`/`sideVy`) — with `pumpP`/`seed` timing the per-frame recycle, so the show runs continuously from a fixed particle budget. Writes render positions and tints (offset/parallel to the part's world center) into the `rpos` / `rcol` buffers.
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computeshader · born here
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# psph_count A computeShader script.
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computeshader · born here
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# psph_density Preseed demo SPH pass 3/4: computes per-particle density (poly6) and near-density (spiky) into the particle records.
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computeshader · born here
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# psph_scan_add A computeShader script.
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module · born here
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# music A module script.
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computeshader · born here
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# psph_fill A computeShader script.
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backing path · preseed/parts/p_sph.module

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