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asset⌬ modulemoduleprimary: init.luau·originates fromworld cdb1d8f5-d…

units

The unit table — the storage the whole battle runs on, and the only thing that writes it.

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

game.sim.units

The unit table — the storage the whole battle runs on, and the only thing that writes it.

Every soldier and every alien the field can hold lives as two vec4 records in one flat run: a Luau byte buffer the simulation writes at native speed, uploaded whole to the GPU buffer game.shared names (kessrel.units), which the armies slice reads in its crowd compute pass.

unit i owns 32 bytes at i * 32:
  +0   x        +4   y        +8   z         +12  heading   (metres, radians about +Y)
  +16  kind     +20  state    +24  stateTime +28  seed      (K.UNIT_KIND, K.UNIT_STATE, seconds, 0..1)

A slot whose state is 0 is empty. state 4 is dying and lasts about 1.2 seconds before the slot frees.

local U = require("game.sim.units")
U.ensure()                      -- allocate (or re-attach to) the GPU buffer
U.write(i, x, 0, z, h, kind, state, 0, seed)
U.upload()                      -- 339 KB to the card, about 0.06 ms

What it owns

The storage. U.mem is the byte buffer; the hot per-unit pass in Battle.component writes straight into it with buffer.writef32 rather than through a call per field. U.write, U.setState, U.clearRange, U.read and U.countLive are the cold paths — spawning, killing, resetting, and reading back for a test.

The block allocator. An alien pack owns exactly one fixed-size block inside its caste's index range, so its units are always contiguous and a pack's whole population can be written in one loop. U.allocBlock(kind) takes one, U.freeBlock(kind, first) gives it back cleared, U.freeBlocks(kind) says how many are left — which is what stops a wave from releasing more than the range can hold. Skitters get 160 blocks of 40, brutes 120 of 10, titans 8 of 1.

The offset tables. U.scatter(kind, variant) is one of a caste's fixed pack arrangements — a jittered lattice, several per caste so a hundred packs are not a hundred copies of one clump — and U.formation() is the regiment's slot order, front rank first. Both are computed once at load, so a unit's place inside its group is never stored per unit and never recomputed.

What it does not do

It holds no rules. Damage, morale, targeting and waves are Battle.component's; this module answers only where the bytes are and which slots are free.

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/sim/units.module — the unit table, the storage under the whole battle. One flat run of records for every soldier and every alien the field can hold, mirrored in a Luau byte buffer the sim writes at native speed and uploaded whole to the GPU buffer `game.shared` names (`kessrel.units`), which the armies slice reads in its crowd compute pass. unit i owns two vec4 records, 32 bytes at i * 32: +0 x +4 y +8 z +12 heading +16 kind +20 state +24 stateTime +28 seed The module owns three things and nothing else: the storage, the block allocator that hands an alien pack a contiguous run of slots inside its caste's index range, and the fixed scatter/formation offset tables the sim's per-unit pass adds to a group centroid. The rules live in Battle.component.

ensure( ) → boolean

Create (or re-attach to) the GPU unit buffer the crowd renderer reads.

upload( ) → void

Copy the whole CPU mirror onto the GPU buffer. ~0.06 ms.

buffer( ) → any

The GPU handle, for a readback check.

clearAll( ) → void

Zero every record, so every slot reads as an empty one.

clearRange(first: number, count: number) → void

Zero one contiguous run of slots.

argtypedescription
firstnumber
countnumber

setState(i: number, state: number) → void

Set one unit's state and restart its state clock.

argtypedescription
inumber
statenumber

setStateRange(first: number, count: number, state: number) → void

Set the state of a contiguous run without touching anything else.

argtypedescription
firstnumber
countnumber
statenumber

read(i: number) → void

Read a record back out of the mirror, for tests and the debug draw.

argtypedescription
inumber

countLive(first: number, last: number) → number

How many slots in a range carry a live (non-zero) state.

argtypedescription
firstnumber
lastnumber

lcg(seed: number) → void

Deterministic scatter. Every pack of a caste takes one of a few fixed arrangements, so a thousand packs are not a thousand copies of one clump, and the arrangement never has to be stored per unit.

argtypedescription
seednumber

buildScatters(kindName: string) → void

argtypedescription
kindNamestring

scatter(kindName: string, variant: number) → Scatter

One of a caste's fixed pack arrangements.

argtypedescription
kindNamestring
variantnumber

formation( ) → void

The formation offsets, front rank first, as two parallel 1-based arrays.

makeBlocks(kindName: string) → Blocks

argtypedescription
kindNamestring

allocBlock(kindName: string) → number

Take a block of slots for a new pack, or nil when the caste is full.

argtypedescription
kindNamestring

freeBlock(kindName: string, first: number) → void

Give a pack's slots back, cleared.

argtypedescription
kindNamestring
firstnumber

freeBlocks(kindName: string) → number

How many blocks of a caste are still available.

argtypedescription
kindNamestring

blockSize(kindName: string) → number

The block size one pack of a caste owns.

argtypedescription
kindNamestring

resetAll( ) → void

Hand every block back and empty the table. Called on a restart.

⌬ Types
Scatter = { x: { number }, z: { number } }Blocks = { free: { number }, size: number, total: number }
⌬ Metadata
descriptionThe unit table under the Kessrel Line battle: ten thousand soldiers and aliens as two vec4 records each in one flat Luau byte buffer, uploaded whole to the GPU buffer the crowd renderer reads. Owns the storage, the fixed-size block allocator that hands an alien pack a contiguous run of slots inside its caste's index range, and the precomputed scatter and formation offset tables a group's units are placed from. It holds no rules.

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module · born here
❒asset
# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
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module · born here
❒asset
# game.sim.tuning Every number the Kessrel Line battle is balanced on, in one table. `game.shared` holds the contract — the index ranges, the ten regiments, the seven waves, the capacities, the world frame. This holds the tuning that decides how the fight actually goes, and nothing outside `/zero/source/game/sim/` reads it. ```luau local T = require("game.sim.tuning") ``` ## The dials that change the feel most - **`WEAPON[kind]`** — `range`, `arc`, `dps`, and a `close`/`closeAt` band. `arc` is how far across the canyon a regiment will traverse, so where it stands decides what it can answer; `close` is defensive fire at the barricade, which is what makes holding a line worth more than spreading thin. `FIRE_SHARE` concentrates a regiment on its three nearest packs instead of spreading its volume over everything in range. - **`ALIEN_HP` / `ALIEN_SPEED` / `ALIEN_MELEE` / `ALIEN_VS_GATE`** — the exchange rate. `ALIEN_MELEE` against the close-band fire is what sets how many troopers a wave costs. - **`RELEASE_FRACTION`** — a wave's whole count leaves the Maw over this fraction of its span. It is the single number that decides how dense the tide looks: at 1.0 a few hundred are ever on the field at once and the canyon reads as a scatter; at 0.32 the wave is a carpet. - **`FUNNEL_NEAR` / `FUNNEL_FAR` / `FUNNEL_MAX`** — how far out a pack ignores its target and simply pours down the canyon. A pack that homes on its regiment from four hundred metres draws lanes of empty ground between the columns. - **`PACK[kind]`** — the block size one pack owns, its footprint and how many scatter variants the caste has. With `PACK_SEPARATION` at or under the footprint, packs merge into one mass instead of reading as dots. - **`MORALE`** — `lossWeight` against `engagedDrain` sets how fast a regiment under pressure breaks; `brokenRecover` against `rallyAt` sets whether Rally matters. Raise `brokenRecover` much above 0.05 and a broken regiment rallies itself before the player can spend the ability on it. - **`TICK` / `KINEMATIC_SHARDS`** — the rules run at 15 Hz; the per-unit position pass is spread over three frames. Both trade cost against how steppy the crowd looks before the renderer interpolates it. ## The frame the numbers live in Distances are metres in the world frame `game.shared` fixes (+Z north, up the canyon, up the screen). Damage is hit points, and one skitter is one hit point, so a `dps` of 0.011 means a rifleman kills a skitter every ninety seconds and a three-hundred-strong regiment kills three a second — twice that at the barricade.
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backing path · game/sim/units.module

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