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Roster

The four faces of GREASEPAINT. Everything the Director needs from the clowns slice goes through here.

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

game.clowns.Roster

The four faces of GREASEPAINT. Everything the Director needs from the clowns slice goes through here.

local Roster = require("game.clowns.Roster")
local clown = Roster.spawn("pinch", entity.find("ClownMark"))
clown:react("enter")
clown:despawn()

Exports

  • Roster.kinds() -> { string } — pinch, bello, slats, marrow.
  • Roster.spawn(kind, at) -> handle — build the figure under at and mount its driver. The handle carries kind, root, dims, parts, and answers :react(event) and :despawn(). It yields: the figure assembles over several frames, so call it from a coroutine. The handle comes back once the figure is whole.
  • handle:react(event) — enter, idle, attack, hit, guard, laugh, die. guard and die hold until the next reaction; die holds for good.
  • handle:despawn() — take the whole figure away.
  • Roster.prewarm(kind?) -> task — warm a kind ahead of its entrance. No kind warms all four.
  • Roster.stopPrewarm() — cancel a warm-up still running.
  • Roster.retireStandin() — the scene's stand-in steps down.

Authoring probes

Not on any gameplay path — these exist so an author working in a live engine can ask the roster what it currently believes:

  • Roster.kinds() — the ids it can build.
  • Roster.warmed(kind) -> boolean — will this entrance cost a frame, or a fifth of a second?
  • Roster.painted(kind) -> boolean — has the generated paint landed on the materials yet?
  • Roster.lastSpawn() — what the last assembly cost: { kind, totalMs, frames, worstFrameMs, warm }. The answer to "was that entrance a hitch?" without reading a frame graph.
  • Roster.probe() — what it reads a design as, held against a fresh read of the module: the answer to "did my edit reach the running roster?".
  • Roster.clear() — every clown down, whoever spawned it.
  • Roster.flush() — drop every cached figure, mesh, handle and paint and re-read the designs. For an author editing game.clowns.figures live.

Notes

  • The greasepaint and the cloth are generated (game.clowns.paint), which costs a second or two of CPU per clown. That work runs chunked in a background task and binds its textures into the kind's materials when it lands, so a spawn never blocks a frame and a figure is never missing. A kind is generated once per session and then lives on the materials.
  • A mesh handle is cheap to make and expensive to DRAW for the first time. The warm-up therefore attaches each of a kind's handles to a throwaway entity far under the tent and takes it away again, a frame's worth at a time; a cold figure costs about 200 ms in one frame, a warm one about 11. The first mount of the Clown driver is warmed the same way, once.
  • spawn retires the scene's clown_standin and assembles the figure well below the mark, then sets it down whole — nothing is ever seen half-built.
  • Spawning a kind sweeps any figure of that kind already standing, by name, so a hot reload cannot leave two of one clown in the ring.

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.clowns.Roster — the four faces of GREASEPAINT. Everything the Director needs from the clowns slice goes through here: local Roster = require("game.clowns.Roster") local clown = Roster.spawn("pinch", entity.find("ClownMark")) clown:react("enter") -- "enter" | "idle" | "attack" | "hit" | "guard" | "laugh" | "die" clown:despawn() `spawn` builds the figure out of runtime geometry (game.clowns.figures), parents it under the mark, mounts `game.clowns.Clown` on its root and hands back a handle. `despawn` takes the whole hierarchy away and leaves nothing under the mark. The greasepaint and the cloth are GENERATED (game.clowns.paint), which costs a second or two of CPU per clown. That work runs in a chunked background task and binds its textures into the kind's materials when it lands, so a spawn never blocks a frame and a figure is never missing. `Roster.prewarm(kind)` warms everything an entrance needs — the geometry, the uploaded meshes, the mesh handles' first draw and the paint — on a coroutine, a frame's worth at a time. Call it for every kind of the night while the title card is up: a cold entrance costs a fifth of a second in one frame and a warm one costs a frame. `Roster.spawn` assembles over several frames as well, so neither the warm-up nor the entrance is ever one big hitch.

Model

materials( ) → void

built(kind: string) → void

argtypedescription
kindstring

meshes(kind: string) → void

argtypedescription
kindstring

bind(mat: ?, base: ?, normal: ?, rm: ?) → void

argtypedescription
mat?
base?
normal?
rm?

weave(pattern: string) → void

argtypedescription
patternstring

dress(kind: string) → void

argtypedescription
kindstring

makeup(kind: string) → void

argtypedescription
kindstring

warmMeshHandles(kind: string) → void

A mesh handle is cheap to make and expensive to DRAW for the first time: the first Model component built on a handle costs about 6 ms, and a figure of forty nodes carries thirty of them. Uploading the geometry does not pay that price — attaching the handle to something does. So the warm-up attaches each of a kind's handles to a throwaway entity far under the tent, one frame's worth at a time, and takes the entities away again; the handle stays warm, and the entrance that follows pays a warm figure's price.

argtypedescription
kindstring

warmDriver( ) → void

The driver is a component type like any other, and the first mount of one costs an order of magnitude more than the rest. Paid once, off-stage.

warmKind(kind: string) → void

argtypedescription
kindstring

prewarm(kind: string?) → void

Warm everything a spawn of `kind` needs — geometry, uploaded meshes, bound mesh handles and paint — on a coroutine. Idempotent, returns at once, safe to call for every kind at run start; a later spawn then pays only the warm price. No `kind` warms them all.

argtypedescription
kindstring?

stopPrewarm( ) → void

Stop a prewarm still running. A kind half-warmed is simply warmed again next time it is asked for.

warmed(kind: string) → boolean

Whether a kind's geometry, meshes, handles and paint are all warm — the answer to "will this entrance cost a frame or a fifth of a second?".

argtypedescription
kindstring

painted(kind: string) → boolean

Whether a kind's generated paint has landed on its materials yet.

argtypedescription
kindstring

kinds( ) → void

The ids this roster can build, in Core.CLOWNS order.

sweep(kind: string) → void

Take away every figure of a kind standing in the scene, whoever spawned it.

argtypedescription
kindstring

materialFor(kind: string, role: string) → void

argtypedescription
kindstring
rolestring

retireStandin( ) → void

The scene's stand-in steps down — the whole figure, since setActive reaches only the entity it is called on and this one carries its parts as children.

spawn(kind: string, at: ?) → void

Build a clown at the anchor and return its handle. The handle answers react(event) and despawn(). It assembles over several frames and yields between them, so call it from a coroutine; the handle comes back once the figure is whole.

argtypedescription
kindstring
at?

chunkDone( ) → void

react(event: string) → void

argtypedescription
eventstring

despawn( ) → void

lastSpawn( ) → void

What the last assembly cost: { kind, totalMs, frames, worstFrameMs, warm }. The answer to "was that entrance a hitch?" without reading a frame graph.

probe( ) → void

What the roster currently reads a design as — the answer to "did my edit reach the running module?".

flush( ) → void

Drop every cached figure, mesh and paint. The next spawn rebuilds from source — what an author wants after editing a design.

clear( ) → void

Take away every clown this roster has standing, whatever asked for it. Used when a run resets.

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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# game.clowns.Clown What a clown DOES, once `game.clowns.Roster` has built it. Mounted by the Roster on the clown's own root; it finds the figure's joints by name, remembers the pose they were built in, and writes a new pose over that base every frame — a permanent breathing sway, plus whichever reaction was last asked for. ## Fields - `kind` — which clown this is. - `entryDepth` — metres the figure walks in from during `enter`. - `action` — the reaction currently playing. ## Methods - `:react(name)` — `enter`, `idle`, `attack`, `hit`, `guard`, `laugh`, `die`. Every reaction is a pose over the base plus an envelope in time, so one interrupted half-way still lands somewhere sensible. `guard` and `die` hold. - `:bind(hipY)` — re-read the joints and the rest pose, and tell the driver how tall this figure stands. The Roster calls it once the parts are built. ## Notes - Reach it through the Roster's handle rather than directly; the handle is what the Director holds. - The reactions live in one `REACTIONS` table — a duration and the function that poses the figure, per name. A new reaction is a row in it. - The sway runs on every frame of every figure, and it is meant to be seen at the seat: the hips shift weight, the chest breathes, and the head, the hat and the ruff each follow on their own frequency a beat behind.
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# game.clowns.figures What the four of them look like. One description per clown, and one builder that turns a description into geometry and a node list. - **Pinch the Auguste** — short and wide, a pot belly, red side-hair standing out from a bald crown, a bulb nose, shoes far too big. - **Bello the Whiteface** — a narrow column under a cone, a pleated ruff, three black pompoms, a chalk face with brows drawn far too high. - **Slats the Stilt-Walker** — a small striped man a long way up two poles, under a squashed bowler, with black paint run down from both eyes. - **Mr. Marrow the Ringmaster** — a broad red tailcoat with gold frogging, a top hat, tails, a whip, and the only full-saturation red in the tent. ## Exports - `Figures.kinds() -> { string }` — the ids, in the order the run meets them. - `Figures.design(kind) -> record?` — one clown's description. - `Figures.headProfile(radius, height, gaunt?) -> profile` - `Figures.build(kind) -> { meshes, nodes, paint, dims, design, tint }` — `meshes` are geometries ready for `renderer.mesh.create`; `nodes` is the entity list, ordered parents-first, each `{ name, parent, pos, rot, mesh, material }` with `parent = nil` meaning the clown's own root. ## Notes - Nothing here touches the scene. `game.clowns.Roster` spawns what this returns. - `material` on a node is a ROLE — `face`, `cloth`, `trim`, `glove`, `dark`, `nose` — which the Roster resolves to this kind's material.
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# game.clowns.geom The procedural geometry kit the four clowns of GREASEPAINT are cut from. A lathe, a box, a tapered tube, a cone, a frilled ruff, a shoe, and the ability to stamp any of them into a growing buffer under a transform. Everything a performer is made of is one of those. A geometry value is exactly the table `renderer.mesh.create` takes: `{ positions, normals, uvs, indices }`. ## Exports - `Geom.new() -> geometry` — an empty accumulator. - `Geom.stamp(dst, src, xf) -> dst` — copy `src` into `dst` under `{ pos, rot = {yaw, pitch, roll}, scale }`. Angles are radians. - `Geom.stampFlat(dst, src, xf, u, v)` — as `stamp`, then collapse the added vertices onto one texture coordinate, so a part that wears a painted material can point at a plain patch of it. - `Geom.lathe(profile, segments, opts) -> geometry` — revolve `{ r, y }` points running bottom to top. `opts.uOffset` turns the unwrap around the axis without turning the geometry; `opts.vFromY` maps v to height rather than arc length. - `Geom.spheroid(rx, ry, rings, segments, opts)` - `Geom.tube(r0, r1, height, segments, opts)` — capped, optionally bulged. - `Geom.limbDown(r0, r1, len, segments, opts)` — the same tube built pointing DOWN from a joint at the origin, which is the rest pose an arm and a leg hang in. - `Geom.cone(radius, height, segments, opts)` - `Geom.ruff(rInner, rOuter, thickness, lobes, segments)` — a pleated collar, skinned on both sides. - `Geom.box(sx, sy, sz)` — centred on x/z, sitting on y = 0. - `Geom.shoe(length, width, height)` — far too long, turned up at the toe. - `Geom.upload(geometry, guid?) -> MeshHandle` ## Notes - A ring puts `x = r*sin(theta)`, `z = r*cos(theta)`, so u = 0 faces +Z. The clowns face +Z (the audience), so a head takes `uOffset = 0.5` to bring the painted face round to the front. - Triangles wind counter-clockwise seen from outside. The engine reports a mesh whose winding disagrees with its own normals, which is the check to read after changing any index order here. - Adapted from `figures.geom` in the ZeroMind world "Standing Ovation".
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# game.clowns.paint The greasepaint, generated. No clown's face in this game is a painted image: each one is drawn here from a description, into a base-colour / normal / roughness set that its material binds. ## Exports - `Paint.head(spec) -> base, normal, roughnessMetallic, buffer` — a face. The head texture is a cylindrical unwrap with the FACE at u = 0.5 and v running up the head's own lathe profile by arc length, so every feature in the spec is written in centimetres of real face: `mouthY`, `mouthHalf`, `eyeSep`, `browY`, `cheekX` and the rest. `mouthLift` lifts both corners of the smile and `mouthSkew` tilts the whole line, so one corner rides higher than the other. `spec.profile` is the head profile the figure was lathed from and `spec.radius` its widest radius. Optional `muzzle` and `eyePatch` lay white ground under the red, which is what separates an Auguste from a whiteface; optional `tear` paints a stripe straight down from the socket. - `Paint.cloth(spec) -> base, normal, roughnessMetallic, buffer` — a bolt of cloth. `spec.pattern` is `"diamond" | "stripe" | "plain"`; the weave, the wear and the grime are always there. Woven neutral so a material's own `base_color` dyes it. - `Paint.mapping(profile) -> toV, toY` — the height/v conversions a caller needs to place something on a head by where it sits in metres. - `Paint.at(buffer, w, h, u, v) -> r, g, b` — what the generator put at one point, straight out of the buffer, so a face that looks wrong on screen can be told from a face that was drawn wrong. ## Notes - A face costs a second or two of pure Luau. Pass `spec.chunkRows` to spend it a band at a time and hand the frame back between bands; `game.clowns.Roster` does that so a spawn never freezes the game.
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backing path · game/clowns/Roster.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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