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

p_tendril

A ferrofluid tentacle monster hauling itself through the crystal-lit cave (cavern geometry from `preseed.tendril.cave`). The whole creature is ONE GPU-scattered runtime mesh driven by `preseed.parts.ten_scatter`:

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

p_tendril — CRAWLER

A ferrofluid tentacle monster hauling itself through the crystal-lit cave (cavern geometry from preseed.tendril.cave). The whole creature is ONE GPU-scattered runtime mesh driven by preseed.parts.ten_scatter:

  • a heaving black body blob with animated magnetic spikes and blinking eye-spots (ferrofluid-on-magnet look)
  • ten continuous tapered tentacle tubes, each a cubic bezier whose control points the part's Luau state machine writes into a params buffer every frame — tentacles snap out and grip walls, floor and ceiling; two "feelers" probe toward the camera
  • goo droplets that cling to tentacle undersides, stretch and fall

Shading is the ten_goo ferrofluid surface (ten_goo_mat), with glossy black floor puddles (ten_goo_puddle) round-robined along the trail and at floor-grip points. A red underglow point light throws moving tentacle shadows up the cave walls, and crystal clusters ring with the music.

The camera runs a cut-based cinematic shot list (stalk / track / static pass-by / top-down / final confrontation) with handheld jitter. In the last chamber the creature stops, rears up, fans its tentacles and opens every eye while the camera pushes in.

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_tendril.module — CRAWLER: a ferrofluid tentacle monster hauling itself through a crystal-lit cave. The whole creature is ONE GPU-scattered mesh (preseed/parts/ten_scatter.computeShader): a heaving black body blob with animated magnetic spikes and blinking eye-spots, ten continuous tapered tentacle tubes driven by per-tentacle bezier control points, and goo droplets that cling, stretch and fall. It leaves glossy black puddles on the cave floor, grips walls/floor/ceiling as it moves, and rears up in the final chamber. The camera runs a cut-based cinematic shot list with handheld jitter.

srand(s: ?) → void

argtypedescription
s?

rand( ) → void

randRange(lo: ?, hi: ?) → void

argtypedescription
lo?
hi?

buildPath( ) → void

spawnCrystal(ctx: ?, pos: ?, warm: ?, shadows: ?, persistent: ?) → void

argtypedescription
ctx?
pos?
warm?
shadows?
persistent?

placeCrystals(ctx: ?, path: ?, persistent: ?) → void

crystals hug the wall-floor junction so clusters always sit on rock

argtypedescription
ctx?
path?
persistent?

pathEval(path: ?, d: ?) → void

interpolated path sample at arc distance d (7 units per node)

argtypedescription
path?
d?

claim(ref: any, name: string, len: number, usage: { string }?) → any

Take over the buffer this shader already made under `name`, so editing this module rebinds the storage the mesh is already drawing from instead of handing the GPU a fresh set every reload. A changed length allocates, and the old run goes when it does.

argtypedescription
refany
namestring
lennumber
usage{ string }?

gooSrc( ) → void

gooPool( ) → void

buildTentacles( ) → void

feelers never grip: they probe toward the camera

dropPuddle(ctx: ?, t: ?, x: ?, y: ?, z: ?, maxR: ?) → void

argtypedescription
ctx?
t?
x?
y?
z?
maxR?

handheld(t: ?, amp: ?) → void

argtypedescription
t?
amp?

updateCamera(ctx: ?, t: ?, dt: ?, path: ?, dist: ?, bx: ?, by: ?, bz: ?, lxAxis: ?, lzAxis: ?, flare: ?, rearE: ?) → void

argtypedescription
ctx?
t?
dt?
path?
dist?
bx?
by?
bz?
lxAxis?
lzAxis?
flare?
rearE?

build(ctx: ?) → void

argtypedescription
ctx?

enter(ctx: ?) → void

argtypedescription
ctx?

update(ctx: ?, t: ?, dt: ?) → void

argtypedescription
ctx?
t?
dt?

exit(ctx: ?) → void

argtypedescription
ctx?

setupPersistentGi( ) → void

Build the crawler's set — cave, crystals + their lights, and the probe field volume — as persistent world entities at this part's film center, then bake full-quality GI into the scene's lighting container. The film restores the bake on every boot, and P.build spawns only the moving cast on top of it. Run from edit mode (execute); re-run after changing the cave layout, crystal placement, or lights — any previous set is cleared first along with its baked container entries.

at(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

track( ) → void

tally(entries: ?) → void

argtypedescription
entries?

Sub-parts

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

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52+items
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module · born here
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# geo A module script.
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# fx A module script.
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# volume A module script.
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material · born here
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# tendril_crystal Material ported from the Tendril world for the preseed demo cave part.
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computeshader · born here
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# ten_meshinit Writes the index topology of the crawler creature's single mesh, once: the body blob's lat-long grid, ten tentacle tube grids, and an octahedron per goo droplet. One thread per unit — a grid quad or a whole droplet. `preseed/parts/p_tendril.module` dispatches it when it builds the creature's buffers; `preseed.parts.ten_scatter` rewrites the vertices those triangles index, every frame.
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computeshader · born here
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# ten_scatter Sculpts the whole crawler creature into one vertex run, every frame: a heaving ferrofluid body blob with animated magnetic spikes and blinking eye-spots, ten tapered tentacle tubes driven by per-tentacle cubic bezier control points, and a pool of goo droplets that cling, stretch and fall from the tentacle undersides. One thread per vertex, and every vertex field is rewritten each dispatch. `preseed/parts/p_tendril.module` drives it: it packs the body state and a 16-float block per tentacle into the `params` buffer each frame, then dispatches over the vertex run `preseed.parts.ten_meshinit` laid the triangles across.
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module · born here
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# shots A module script.
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module · born here
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# preseed.tendril.cave Procedural cavern environment for the crawler part (`p_tendril`). `Cave.build(ctx, path, opts?)` sweeps a cave-profile tube along the part's node path (flat dished floor, barreled walls, arched ceiling), displaces every ring vertex with 3-octave value noise plus low-frequency alcove carving, closes both ends with pinched dead-ends, and uploads the result as ONE runtime mesh. The tunnel entity carries a `Tessellation` component (level 2) whose **negative** displacement scale pushes micro-vertices outward into the rock from the material's `rock_height` map — clearance around the creature only ever grows, and the same map drives the shader's cavity shading so geometry and shading agree. Around the tube it scatters shared-mesh formations, all wearing `tendril_rock` (triplanar `cave_rock` shader, so nothing needs UVs): - stalactites (3 lathe variants, bases sunk 1.3 m into pre-displacement rock) - stalagmites (2 terraced lathe variants) and floor rubble (3 displaced blobs) - full-height columns at the walls - `Cave.spawnCrystalCluster(ctx, pos, scale)` — faceted shard clusters wearing `tendril_crystal`; the caller adds its own Light. Geometry generates lazily on first build and is cached module-level, so part re-entry re-uses the uploaded meshes. Every spawned entity is `ctx.track`'d for part teardown.
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material · born here
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# ten_goo_puddle Floor-splat variant of the `ten_goo` ferrofluid surface for the black goo puddles the crawler leaves behind: glossier and more reflective than the creature skin, stronger iridescence, and the eye-spot / vein emissive features disabled (puddle meshes carry plain white vertex color, which would otherwise read as a fully-open eye mask). Applied to the squashed-sphere puddle domes the part scatters along the creature's trail and at floor-grip points.
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module · born here
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# music A module script.
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material · born here
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# ten_goo_mat The crawler creature's skin: the `ten_goo` ferrofluid surface with the full horror feature set enabled — blinking eye-spot emissive, deep-red vein pulse in the crevices, crawling micro-normals, and a cool cave-environment fresnel reflection. `pulse` is driven per frame from the part's music analysis. Applied to the single GPU-scattered creature mesh (body blob + tentacle tubes + goo droplets).
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backing path · preseed/parts/p_tendril.module

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