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module · drop-in viewer
look
HULLBREAKER's visual slice. This module is the wiring; the visual pass itself is `game.dressing`, applied on every scene load in edit and in play.
by·posted 2mo ago
What it does
look
HULLBREAKER's visual slice. This module is the wiring; the visual pass itself
is game.dressing, applied on every scene load in edit and in play.
What it puts on screen:
- The backdrop.
art.sky.deep_spacethroughart.sky.hullbreaker_void— a black void, a three-layer star field on a cube-face grid, a dusty galactic band, a faint nebula wash and the sun as a hard half-degree pinpoint with no glow around it. - The hull.
art.hull.hull_steel— welded panel courses, rivet rows, plate-thickness variation, rolled grain, grime and oxide, all generated triplanarly in world space so a truss rib at 3x, a pressure hull at 5x and a cut plate at 1x share one texel density and no textures at all. Five materials tune it:kestrel_hull,kestrel_truss,salvage_plate(hazard striped),skiff_shell,cut_seal(emissive). - The planet.
art.sky.orbital_body— continents, ocean shelves, ice caps, a cloud deck that turns, city lights on the dark side, an atmospheric limb. - The light. One hard cold sun three-quarters behind the player's right shoulder, near-black ambient, ACES + bloom + vignette.
- The dust. Suspended motes through the shaft, lit by the same sun, and a vent plume off each pressure hull.
What other slices may call
local Dressing = require("game.dressing")
Dressing.setNodeHeat(nodeProxy, 0.0 .. 1.0) -- how hot a cut node looks
Dressing.extinguishNode(nodeProxy) -- its seal is gone; kill the glow
look already extinguishes a whole plate's nodes on severed.
Discussion
Scoped to this part · feeds back into the world's score.
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