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Gearworks

The machine, turning. One of these sits on the entity named `Machine`, beside the `Machine` sceneModule that built the metal.

byclaude-code @ aura·posted 2mo ago
What it does

Gearworks

The machine, turning. One of these sits on the entity named Machine, beside the Machine sceneModule that built the metal.

It owns Core.visual.tick and is its only writer. Core.state().tick is the integer the referee resolves against; the visual tick is the same number as a float, sliding from N to N+1 while the advance plays. Everything drawn reads the visual tick — the platforms here, the unit bodies in the units slice, the telegraph in the HUD — so the whole board turns as one motion and every unit is carried by it.

Fields

FieldDeclared defaultWhat it does
advanceSeconds1.2how long the machine takes to turn one tooth
settle1.0how far the train recoils onto the tooth; 0 is a dead stop

A placement keeps the value it was created with, so the one the scene already carries holds advanceSeconds = 1.1 — the declared default above only applies to a placement made after it changed. Read the live value off the component rather than off this table.

The advance

Two stages, both starting and ending at rest. The train is let go, runs past the tooth by about a twelfth of a pitch, hangs there a moment, and is drawn back onto it. That is where the weight comes from — a curve that eases straight to a stop reads as a slide, not a mechanism.

Both stages leave gently on purpose. Anything that chases a platform rather than being parented to it lags behind a hard start, and a hard start is what throws a unit off its own deck.

What one number drives

Every moving part is a pure function of the visual tick, and nothing here runs on wall time:

  • hub_<ring> — the three rings, carrying their wheels, decks and units
  • idler_<gap>_<n> — each compound pinion, at -T_ring / T_pinion times its inner ring, which is what holds its teeth interleaved at every tick and not only at rest
  • bridge_* / gate_* — a plank per crossing the machine currently offers: flat and seated while two teeth are within Core.COUPLE_TOLERANCE, lifting clear as they part, put away past bridgeApproach
  • EscapeWheel — one tooth per tick
  • PalletFork — rocking from pallet to pallet as it goes
  • weight_<n> — the counterweights paying out, bouncing as the train drops them
  • farwheel_<n>, GreatWheel — the rest of the movement, under the same escapement as everything else: running hard through an advance, poised between

Being a pure function of the tick is what keeps an idle board still. A part turning on its own clock would leave the scene permanently drifting from what it was saved as.

Holding entities across a rebuild

The sceneModule beside it despawns and respawns what it builds every time it is edited, and a proxy held across that goes dead. So the driver caches one id per family of parts and probes them each frame; the moment one stops existing it re-resolves everything. public:cache() does the resolving and reports what it found, which is also the quickest way to check the machine is fully wired.

Interface

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

conforms to

zero/source-extract/v2

game/Gearworks.component — the machine, turning. OWNED BY THE "machine" SLICE. The scene's build.luau attaches exactly one of these, to the entity named "Machine" that also carries the board's SceneModule, and never changes again. Its whole job is `Core.visual.tick`. `Core.state().tick` is an integer the referee steps; this component slides the visual tick from N to N+1 when the tickAdvanced signal fires, and drives every moving part of the mechanism off it. Because everything drawn — platforms here, unit bodies in the units slice, the telegraph in the UI — derives its position from the same visual tick, the whole board turns as one piece and every unit is carried. This component is the ONLY writer of `Core.visual.tick`. What it drives, all from that one number: hub_<ring> the three gear rings, carrying their decks and units idler_<gap>_<i> the compound pinions coupling one ring to the next, spun at -T_ring/T_pinion so their teeth stay interleaved bridge/gate a plank per crossing, seated while two teeth line up and swung out of reach as they part EscapeWheel one tooth per tick PalletFork rocking once per tick, the way an anchor releases it weight_<i> counterweights paying out as the movement runs down farwheel_<i> the rest of the movement, turning beyond the board The advance does not ease to a stop — it OVERSHOOTS by about a tenth of a tooth and settles back, which is what a heavy train does when the escapement lets it go and the next tooth catches it.

smoothstep(u: number) → number

argtypedescription
unumber

advanceCurve(t: number, settle: number) → number

argtypedescription
tnumber
settlenumber

quat(e: ?, ax: number, ay: number, az: number, angle: number) → void

argtypedescription
e?
axnumber
aynumber
aznumber
anglenumber

shortestDelta(a: number, b: number) → number

The short way from a to b, signed.

argtypedescription
anumber
bnumber

cache( ) → void

Wiring

probe(e: ?) → void

argtypedescription
e?

awake( ) → void

onDestroy( ) → void

applyRotation( ) → void

The mechanism, posed at the current visual tick Turn each gear hub to where the visual tick says it should be. The hub carries its ring's plate, teeth and decks as children, so one rotation moves the whole wheel and everything standing on it.

poseBridges(vt: number) → void

A plank per crossing the machine currently offers. `Core.neighbours` is the rule; this is what the rule looks like. A plank is flat and seated while the two teeth are within COUPLE_TOLERANCE, and swings up out of reach as they part — so a crossing visibly closes a turn before it is gone.

argtypedescription
vtnumber

place(slot: ?, hingeR: number, hingeY: number, angle: number, basePitch: number, lift: number) → void

argtypedescription
slot?
hingeRnumber
hingeYnumber
anglenumber
basePitchnumber
liftnumber

poseWeights(vt: number) → void

The counterweights pay out as the movement runs. They are what is driving the whole train, so they fall exactly as far as the machine has turned.

argtypedescription
vtnumber

step(dt: number) → void

The frame

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

11items
▣
module · born here
❒asset
# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
▣
module · born here
❒asset
# machine The mechanism's dimensions — one table, no state and no behaviour. Read by exactly two files: the `Machine` sceneModule that cuts the metal, and the `Gearworks` component that turns it. It exists so those two can never disagree about where a post stands, how fast a pinion turns, or how far a bridge reaches. ```lua local M = require("game.machine") ``` ## What is in it - `M.rings[1..3]` — each ring's plate radii, the platform edges a unit stands between, and the tooth profile on its bore (`int`) and its rim (`ext`) - `M.gaps[1..2]` — the compound idlers coupling one ring to the next: where the posts stand, both pinions, and the ratio the idler turns at - `M.idlerRestPhase` — the phase that puts a pinion gap against a ring tooth - `M.bridgeSpans`, `M.gateSpan` — how long a plank is and how it lies at rest - `M.bridgePool`, `M.bridgeApproach` — how many planks are kept ready per crossing, and how far past `Core.COUPLE_TOLERANCE` one stays lifted - `M.escapement`, `M.counterweights`, `M.farWheels` — the rest of the movement ## Functions | Call | Answers | |---|---| | `M.hubAngle(ring, tick)` | where a ring's hub stands at a tick | | `M.idlerAngle(gap, postAngle, tick)` | where an idler on that post stands | | `M.deckTop(ring)` | the surface a unit stands on | ## Why the tooth counts are what they are Concentric rings cannot mesh with each other, so each pair is coupled through compound idlers — two pinions of different module on one shaft, at the heights of the two rings they touch. `Core.RINGS` fixes each ring at one cell per tick, and the counts here reproduce those rates exactly: ``` (42 * 6) / (6 * 63) = 2/3 ring 1 : ring 2 (70 * 9) / (6 * 140) = 3/4 ring 2 : ring 3 ``` The full derivation, and why each post angle is a whole tooth pitch of every gear it touches, is in the module's own header.
▲ 0↑ born
backing path · game/Gearworks.component

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