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A 90-second cinematic demo. The Odeon Marisol is a shut 1,412-seat provincial theatre at three in the morning, in the rain, lit by one sodium worklight. A clown walks on and performs to an empty house. The house does not stay empty.

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

Standing Ovation

A 90-second cinematic demo. The Odeon Marisol is a shut 1,412-seat provincial theatre at three in the morning, in the rain, lit by one sodium worklight. A clown walks on and performs to an empty house. The house does not stay empty.

This scene is the skeleton and holds nothing that appears on screen:

  • Director — the ovation.director component, the only caller of Film.tick, advancing the film a fixed 1/24 s per rendered frame.
  • FilmCamera — the single camera all 13 shots are composed on, carrying the scene's AudioListener so spatial sound is heard from wherever the shot is standing. Priority 100, near 0.02, far 400.
  • House / Figures / Lightbox / Sound — one empty anchor per build slice. Everything visible in the film is parented under one of these.
  • ambient — a floor of light so an unlit build reads dim rather than black.

The scene's player intent is none: this world is watched, not played.

Playing it

local Film = require("ovation.film")
Film.rewind()
Film.play()

The full spec — premise, arc, look, geometry, shot list and slice split — is at /source/design/spec.md.

Interface

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

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionStanding Ovation — the skeleton of a 90-second cinematic demo in a rotting 1,412-seat theatre. Carries the Director that runs the film clock, the single FilmCamera every shot is composed on with the scene's AudioListener, and one empty anchor per build slice.

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# Director The only thing that advances **Standing Ovation**. One of these sits on the `Director` entity; every rendered frame it calls `Film.tick()` exactly once, which moves the film clock on by a fixed 1/24 s and pushes that time at every registered slice. It ticks in edit mode and in play mode alike, because the film is authored, watched and recorded in both. Nothing else may call `Film.tick`. A slice that wants something to happen at a moment registers with `Film.on` / `Film.at` — see `ovation.film`. ## Fields | | | |---|---| | `autoPlay` | Rewind and start the film as the component wakes. | | `filmTime` / `filmFrame` / `shot` / `running` | Where the film is, readable from any scope. | ## Methods ```lua local d = entity.find("Director").component.get("ovation.director") d:restart() -- rewind to t = 0, firing every reset hook, and play d:hold() -- freeze where it is, frame still composed d:goTo(53.0) -- land on a moment without firing the cues in between ```
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# ovation.film The shared spine of **Standing Ovation** — a 90-second cinematic demo set in a rotting 1,412-seat theatre. Two things live here and nothing else. ## The constants The Odeon Marisol's geometry (`Film.GEO`, `Film.rakeY`, `Film.stallSeat`, `Film.balconySeat`), its palette (`Film.PALETTE`), its four light sources (`Film.LIGHTS`), its acts (`Film.ACTS`) and its shot list (`Film.SHOTS`). Every slice of the demo reads its colours and dimensions from here rather than restating them, because two slices disagreeing about where row A stands breaks the film in a way no screenshot explains. ## The film clock One deterministic timeline the whole demo runs on. It advances a **fixed 1/24 s per rendered frame** — it reads no wall time and no real frame delta, so the same build produces the same 2,160 frames on any machine, under a recorder or without one. ```lua local Film = require("ovation.film") Film.rewind() -- every reset hook fires, every cue re-arms, t = 0 Film.play() -- the Director advances it from the next rendered frame Film.on("mine", function(t, dt, shot) end) -- called every frame Film.at(47.0, "cue", function() end) -- once, as the clock crosses 47 s Film.reset("mine", function() end) -- back to the t = 0 state ``` `Film.stop()` freezes it with the frame still composed. `Film.seek(t)` lands on a moment for authoring and does not fire the cues in between. `Film.ramp`, `Film.smooth` and `Film.wave` are the shared shaping helpers: this film is made of waves crossing 1,412 identical figures. Only `ovation.director` calls `Film.tick`.
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# house <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. --> TODO: describe this component.
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# filmSound The soundtrack of *Standing Ovation*, on the film clock. It sits on the `Sound` anchor. On wake it builds the whole soundtrack under that anchor as real entities in real places — the rain in the dome, the water on the proscenium, the ballast at the worklight, the applause across the stalls and up in the balcony, the fourteen filaments down the apron — and then registers with the clock: * every frame, each bed's `gain(t)` from `sound.mix` is a pure function of film time, so the mix is the same on every playthrough and a rewind puts it back; * every one-shot is a `Film.at` cue, so it fires once, on its frame, and is re-armed by `Film.rewind()`. Everything is heard through the AudioListener on the FilmCamera, which the camera slice moves shot by shot — so the mix re-balances itself as the lens changes seats, with no automation written for it at all. ## Fields `beds`, `emitters`, `cues` — what it built. `loudest` — the bed on top right now. ## Methods ```lua local s = entity.find("Sound").component.get("filmSound") s:at(70) -- every bed's gain at that film second s:rebuild() -- rebuild every emitter and restart the beds ``` ## Putting it on the world ```lua require("camera.mount").all() ```
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# figures.troupe The whole of "Standing Ovation"'s figure slice, on one entity. Put it on the scene's `Figures` anchor and it owns everything under it: ```lua entity.find("Figures").component.add(asset.resolve("figures.troupe", "component")) ``` It builds two things and drives both off the film clock (`ovation.film`): **The performer** is an articulated hierarchy — pelvis, torso, neck, head, two arms, two legs, and two eyes that move independently of each other. He walks on from the wings at shot 5, holds still for shot 6's 18-degree macro while his two eyes blink on two different clocks and one of them tracks the lens, bows at shot 7 with his head staying up through it, and walks downstage during shot 8 until he is standing exactly where shot 12's camera stands — at which point he stops being a figure in the film and becomes the one watching it. **The audience** is 1,412 of him, drawn as four hardware-instanced populations (torso, head, left hand, right hand). Their world matrices and shader lanes are written every frame by `crowd_pose.computeShader` from a static seed block, so the values never touch the CPU: this component sets fourteen params and dispatches, and 5,648 transforms come out the other side. Four waves cross the house and the film is the order they arrive in — **occupancy** back to front (t 41→52), **attention** front to back (53→62), **rising** front to back (67→73) and **applause** from t 60, converging as the `unison` param collapses the rate spread and the offset spread onto one clock across shot 12. Every wave carries a per-member delay and a per-member rate off the seed block, so it arrives as a gradient rather than a switch thrown on the whole room at once. `:rebuild()` tears the slice down and builds it again from source — every mesh, the generated greasepaint, the performer and the audience's buffers. `audience` turns the population off, which is what Acts I and II look like.
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# lightbox (component) The lifetime of **Standing Ovation**'s light rig. Add it to the scene's `Lightbox` anchor and the theatre has its worklight, its fourteen footlights, its followspot, its chandelier and house coves, its haze, its rain, its dust, its falling plaster and its post chain, all running on the film clock. Remove it and every one of them goes. ```lua entity.find("Lightbox").component.add( asset.resolve("lightbox.lightbox", "component"), {}) ``` The work itself lives in `lightbox.lightbox` (the module). This file is only its scope — and that is the whole reason it exists. The volumetric march, the depth of field, the shutter, the exposure meter and every particle emitter are acquired in whatever resource scope creates them, and a scope that ends takes them with it. A rig stood up from a one-shot `execute` therefore reads back as live and draws nothing a second later. A component's scope is its entity's, so the rig lives as long as the anchor does. ## Methods | | | |---|---| | `:report(t?)` | What every source is doing at film second `t` (default: now) — level per fixture, the followspot's aim, the haze density. The call to make before reading a screenshot when a frame is darker than expected. | | `:rebuild()` | Tear the rig down and build it again from the module as it stands. | ## Fields | | | |---|---| | `built` | Whether the rig is standing. | | `fixtures` | How many lights it put in the world. | ## After editing the module A module hot-reload does not re-run `awake`, so the rig in the world is still the one the previous revision built. Remove the component and add it again: ```lua local anchor = entity.find("Lightbox") anchor.component.remove("lightbox.lightbox") anchor.component.add(asset.resolve("lightbox.lightbox", "component"), {}) ``` That runs `awake` in the component's own scope, which is what the rig needs to outlive the call.
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# filmCamera The lens of *Standing Ovation*. It sits on the `FilmCamera` entity and is the only thing that writes that entity's transform or its fov. It does not tick. It registers with the film clock in `awake()` and is called by the Director's tick, so the lens runs on the same fixed 1/24 s as everything else in the film. Every frame it reads the set-up out of `camera.shots`, evaluates the path at the shot's own `u`, and puts the lens there. **Cutting is the same act.** The shot the clock names changes on a boundary in `Film.SHOTS`, so the lens is in the new set-up on the very next frame with nothing in between — a hard cut, on the frame, thirteen times. ## Fields `shot`, `fov`, `eyeX`, `eyeY`, `eyeZ` — read-outs of where the lens is now. ## Methods ```lua entity.find("FilmCamera").component.get("filmCamera"):bookend() --> shot 13's station, aim and lens against shot 1's ``` ## Putting it on the world ```lua require("camera.mount").all() ```
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backing path · scenes/main.scene

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