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storm

Slice 3 of "Sexton's Bell" — the weather, and everything the storm does to the vale. Order 30, sentinel entity `Storm`.

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

demo.storm

Slice 3 of "Sexton's Bell" — the weather, and everything the storm does to the vale. Order 30, sentinel entity Storm.

Everything here is a pure function of absolute film time t. It reads film.strobe, film.rain, film.wind, film.windDir, film.wetness and the film.STROKES table, and it invents no envelope of its own — the channel geometry and the light slice's StormKey fire on the same frame because they read the same number.

What it puts in the world

entitywhat it is
StormCloudDeckThe ceiling. ~1000 very large soft sprites at 430 m, drifting downwind, lit from inside by the strobe.
StormScudThe ragged low stuff at 175 m that crosses fast enough to see.
StormRainFarA 320 m curtain fixed over the vale, so 96 m and 130 m stations have rain between the lens and the chapel.
StormRainMidThe main volume, riding the lens.
StormRainNearA small dense box at the lens for foreground depth.
StormDoorRainA curtain standing in the mortuary doorway, so an interior shot still has rain crossing the opening.
StormSplashVertical ticks off the standing water around the lens.
StormGutterWater running down the kerb beside the sunk path.
StormDoorFloodWater finding its way in under the door, from t = 59.4.
StormMistMist lying in the hollows, drifting at a quarter of the wind.
StormBolt<i>_<v> / StormBolt<i>g_<v>The channel for every fork stroke and for the strike, core and glow, three restrike variants each.
StormSparks / StormSpireDustWhat leaves the finial at 58.40.
StormSlate1..10Ten slates off the roof, each on a ballistic arc that is a pure function of t.
StormMantleSmoke1/2Smoke off the two dead gas mantles, from the strike onward.
StormDraughtRain-dust carried in through the open door.

weather.set carries film.wetness(t) onto every surface in the world, so the ground darkens and starts to mirror as the film runs.

The channel

A stroke is a polyline carrying two octaves of film.noise offset, drawn as a cross-ribbon — two quad strips in perpendicular planes — so it has thickness from any angle instead of vanishing edge-on. Branches leave the trunk in its lower half and taper out. Each stroke gets three variants and the update swaps between them at 22 Hz while the stroke burns, which is what makes it flicker.

A fork sits on its own bearing at clamp(km * 1000, 380, 2600) metres from chapelCentre; the strike stands on SpireFinial itself and runs 640 m up, so the contact point is exact wherever the vale slice put the finial.

Both bolt materials are unlit + additive with castsShadows = false, and their base_color is rewritten every frame from film.strobe. A lightning channel that casts a shadow lays a black branching slab across the whole cemetery.

Two things worth knowing before editing this

The wind bearing is read as the direction the wind blows TOWARD. Read the other way round, the cell's own rain flies up the avenue into the lodge-gate lens in shots 1 and 14 and its vanishing point sits in the middle of frame as a vortex.

Particles do not seek. In play the ParticleEmitter component steps each system once per rendered frame; in edit nothing ticks a component at all, so this slice advances each system by the film time a seek actually covered. A repeated seek to the same t advances nothing, which is what makes a two-capture noise floor read zero.

Reading it back

storm.report(t) returns the strobe, the weather ramps, and every emitter's live count, rate and brightness — for triage from execute, not used by the film.

Interface

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

conforms to

zero/source-extract/v2

demo.storm — SLICE 3 of "Sexton's Bell": weather and effects. The cloud deck and the scud beneath it; driven rain sheared by film.windDir; splash off the standing water; the gutter running; mist in the hollows; the LIGHTNING CHANNEL GEOMETRY for every `fork` stroke and for the `strike` that takes SpireFinial at t = 58.40, with slates, sparks and dust leaving the roof; smoke off the dead gas mantles; and the draught through the open door. Reads film.strobe(t), film.rain(t), film.wind(t), film.windDir(t), film.wetness(t) and the film.STROKES table. It does NOT invent its own lightning envelope — the light slice and this slice flash on the same frame because they read the same one. Serves every shot. Owns /zero/source/demo/storm.module/** and /zero/source/demo/storm/**.

Model

inRoom(x: number, y: number, z: number) → boolean

argtypedescription
xnumber
ynumber
znumber

blowDir(bearingDeg: number) → void

film.windDir is read as the bearing the wind BLOWS TOWARD, in the same az convention film.STROKES uses (0 = world +Z, clockwise seen from above). Read the other way round — as the meteorological direction it comes FROM — the cell's own rain flies up the avenue into the lodge-gate lens in shots 1 and 14, and its vanishing point lands in the middle of the frame as a vortex. Blowing toward 214 it rakes down the avenue and away, which is what the shot list describes, and at 268 during the strike it crosses the lens square-on: "rain going sideways".

argtypedescription
bearingDegnumber

skyDir(azDeg: number, elDeg: number) → void

The direction a stroke's channel sits in, from its azimuth and elevation.

argtypedescription
azDegnumber
elDegnumber

norm3(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

ensureMaterial(name: string, opts: { [string]: any }) → void

argtypedescription
namestring
opts{ [string]: any }

ensureMaterials( ) → void

ribbon(pos: { number }, idx: { number }, pts: { { number } }, w0: number, w1: number) → void

argtypedescription
pos{ number }
idx{ number }
pts{ { number } }
w0number
w1number

spawnChild(name: string) → any

argtypedescription
namestring

emitter(name: string, x: number, y: number, z: number, props: { [string]: any }) → void

argtypedescription
namestring
xnumber
ynumber
znumber
props{ [string]: any }

sysOf(name: string) → any

argtypedescription
namestring

buildClouds( ) → void

buildRain( ) → void

buildGround( ) → void

buildStrikeFx( ) → void

buildBolts( ) → void

build( ) → void

live(held: any, name: string) → any

A handle onto another slice's entity, re-resolved whenever the one held has gone. Returns nil while that slice has not built it.

argtypedescription
heldany
namestring

stepDt(t: number) → number

In PLAY the ParticleEmitter component steps each system itself, once per rendered frame. In EDIT nothing ticks a component at all, so a seek would leave the weather frozen; there we advance each system by the film time the seek actually covered. A repeated seek to the same t advances nothing, which is what makes a two-capture noise floor readable.

argtypedescription
tnumber

setRate(name: string, r: number) → void

argtypedescription
namestring
rnumber

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

argtypedescription
namestring
xnumber
ynumber
znumber

tintBolt(mat: string, r: number, g: number, b: number) → void

argtypedescription
matstring
rnumber
gnumber
bnumber

updateBolts(t: number, level: number, si: number, age: number) → void

argtypedescription
tnumber
levelnumber
sinumber
agenumber

updateSlates(t: number, wx: number, wz: number) → void

argtypedescription
tnumber
wxnumber
wznumber

update(t: number) → void

argtypedescription
tnumber

slice( ) → void

The slice descriptor the FilmDirector registers.

report(t: number) → void

What this slice has standing and what it is doing at time t. For triage from execute(), not used by the film.

argtypedescription
tnumber
⌬ Metadata
descriptionSexton's Bell demo slice: storm.

Sub-parts

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7items
▣
module · born here
❒asset
# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · demo/storm.module

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