◇
component · drop-in viewer
What it does
GlewLook
What one mote of glew looks like.
game.rules.GlewField owns every mote — where it is, where it drifts, when the
sunlight takes it and when the Henter catches it. It adds this component to
each mote for the LOOK, pushes burn into it as the light eats the mote, and
calls caught() when the mote starts its flight into the lantern.
The look is the field's own core, warmed to glew amber, with four things around it:
- a spark — a six-point star with uneven points, turning, so a mote never reads as a ball
- a halo — one additive mesh carrying five nested shells, so a ray through the middle crosses ten faces and one near the rim crosses two. That falloff is the whole reason a mote glows here: this renderer runs no bloom pass, and a single additive shell adds the same amount everywhere it covers.
- a trail — three shrinking embers standing where the mote was four, nine and fifteen frames ago
- a flicker that speeds up and deepens as
burnrises
As burn climbs the amber goes to ember, the halo collapses, the trail drops
away and the flicker turns to guttering. caught() flashes the spark, drops
the trail, and tells the Henter's body that a catch is already in flight so it
does not draw a second one over the top of it.
Fields and methods
burn | 0 while the mote is in the dark, 1 the instant the light has finished it. |
caught() | The field has taken this mote into the lantern. |
Discussion
Scoped to this part · feeds back into the world's score.
Sign in to post.sign in
No comments yet. Be the first.