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Temple

The Arsacid fire temple of *First Light: The Three Fires* — the ridge it stands on, the stone it is cut from, and the three fires it exists to keep.

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

Temple

The Arsacid fire temple of First Light: The Three Fires — the ridge it stands on, the stone it is cut from, and the three fires it exists to keep.

One instance, on the scene's temple mount. Everything it owns is built under a single temple_root child, so a rebuild replaces it whole and a hot reload cannot leave two temples standing on one ridge.

What it builds

PieceWhat it is
temple_plateauthe turned sandstone table: a worn walkable top, a chamfered outer wall, the ridge shoulder falling away beneath it, and the ember basin sunk at the centre
temple_desert / temple_ridgelinethe land far below and the jagged horizon that closes it
way_*, court_*, inlay_*, triunity_*, crack_*the paved court around the well, the three courses running out to the altars, the ring inlays, the bronze line joining the three fires, and the seams worn into the open stone
rim_*, gate_*the broken parapet, cut through at the three gates, each gate flanked by basalt pylons carrying a bowl nobody has lit in a long time
well_*the Eternal Well: bronze collar, eight rays let into the floor, three fluted bronze standards (one aimed at each fire), and the ember in the pit
altar_<id>_*each of the three altars: a three-course plinth with coping stones, a fluted drum, a bronze brazier on three feet, the coal bed, the flame, two flanking name-stones with pennants, the name-stone and its plaque, oil jars and cut wood
rubble_*, ridge_rock_*, fallen_drum_*what the ridge has shed, on the stone and past the parapet

Positions come from game.FL — FL.pos.well, FL.pos.gates, FL.fires[i].pos and FL.arena.radius — so the loop, the daevas and this slice agree on where an altar is without any of them saying so twice.

What it drives every frame

dress() reads FL.state.fires[id].heat and .lit and drives six things per fire, so a fire's state is legible from the gameplay camera without a number on screen:

  • the flame emitter's rate and brightness,
  • the spark emitter's rate (which climbs with the square of heat, so only a well-fed fire throws embers),
  • the smoke emitter, silent while the fire lives and heavy the moment it dies,
  • the coal bed's emissive, through that fire's own tf_ember_<id> material,
  • the core's emissive and size, through tf_flame_<id>,
  • the point light's intensity, reach and colour.

Two beats of flicker at different rates run over all of them, so a fire breathes rather than pulsing evenly. A dead altar is a dark bowl with smoke coming off it and no light on the stone around it; a full one throws its own colour across the plateau.

The Eternal Well answers to FL.state.censer.heat the same way, more gently — it is the source and it never goes out.

Materials and geometry

Every coloured surface is a real .material from game/temple/materials — the Model tint is used nowhere here, because a tint at full blend replaces the lit colour and a stone lit only by firelight has to answer to that light. The turned shapes come from game/temple/meshes, cut by game.temple.Geom.

Interface

  • Requires game.FL, and reads it only. It writes nothing another slice owns.
  • Builds under temple_root and rebuilds itself when that root goes missing, so a scene rebuild or a play/edit flip puts the temple back without a restart.

Interface

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

conforms to

zero/source-extract/v2

Temple — the Arsacid fire temple on the ridge. One instance, on the scene's `temple` mount. Everything it owns is built under a single `temple_root` so a rebuild replaces it whole and a hot reload cannot leave two temples standing. What it builds, from the outside in: the desert far below and the ridgeline that closes the horizon; the turned sandstone plateau with its worn walkable top and the ember basin sunk at the centre; a broken parapet around the rim with three gates cut through it; the Eternal Well — bronze collar, three standards, the ember in the pit; and the three altars of the Triunity, each a stepped plinth, a fluted drum, a bronze brazier, a bed of coals and the fire itself. The fires are what the temple is FOR, so they are the part that moves. Each one carries three particle emitters (flame, sparks, smoke), an emissive coal bed, an emissive core and a point light, and `dress()` drives all six from `FL.state.fires[id].heat` and `.lit` every frame: a full fire is tall, loud and throws its colour across the stone; a starved one shrinks to a guttering point; a dead one is a dark bowl with smoke coming off it. Geometry comes from `game.temple.Geom` (turned once into `game/temple/meshes`) and every coloured surface is a real `.material` from `game/temple/materials` — the Model tint is used nowhere here.

ModelLight

rnd(seed: number) → void

argtypedescription
seednumber

yaw(a: number) → void

argtypedescription
anumber

tumble(a: number, b: number, c: number) → void

argtypedescription
anumber
bnumber
cnumber

put(parent: any, name: string, mesh: any, material: any, pos: { number }, scale: { number }?, rot: { number }?) → any

argtypedescription
parentany
namestring
meshany
materialany
pos{ number }
scale{ number }?
rot{ number }?

slab(parent: any, name: string, i: number, mat: any, pos: { number }, scale: { number }, a: number) → any

A slab of the paving or the plinth: a cut stone laid flat, each one from a different cut so a run of them never repeats.

argtypedescription
parentany
namestring
inumber
matany
pos{ number }
scale{ number }
anumber

lift(c: { number }, k: number) → void

argtypedescription
c{ number }
knumber

addFlameEmitter(parent: any, name: string, tint: { number }, scale: number) → any

argtypedescription
parentany
namestring
tint{ number }
scalenumber

addSparkEmitter(parent: any, name: string, tint: { number }, scale: number) → any

argtypedescription
parentany
namestring
tint{ number }
scalenumber

addSmokeEmitter(parent: any, name: string, scale: number) → any

argtypedescription
parentany
namestring
scalenumber

buildGround(root: any) → void

argtypedescription
rootany

buildRim(root: any) → void

argtypedescription
rootany

inGate(a: number) → boolean

argtypedescription
anumber

buildWell(root: any) → void

argtypedescription
rootany

buildAltar(root: any, index: number, f: any) → void

argtypedescription
rootany
indexnumber
fany

build( ) → void

setEmissive(mat: any, was: number, want: number) → number

Everything that answers to how a fire is doing, every frame.

argtypedescription
matany
wasnumber
wantnumber

dressFire(id: string, rig: FireRig) → void

argtypedescription
idstring
rigFireRig

dressWell( ) → void

dress( ) → void

ensure( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionThe Arsacid fire temple of First Light: plateau, Eternal Well, three altars, and the flame VFX each fire's heat drives.

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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backing path · game/temple/Temple.component

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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