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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8319a68f-5…

meshes

The Henter's geometry, and the bake that writes it out.

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

meshes

The Henter's geometry, and the bake that writes it out.

Every shape the hero slice draws is defined here as a function over game.hero.shapes, and bake() turns each one into a durable .mesh asset under /source/game/hero/. The component resolves the assets by identity and never builds geometry at runtime, so every client in the world draws the same vertices out of one shared GPU mesh.

require("game.hero.meshes").bake()                     -- every mesh
require("game.hero.meshes").bake("lantern_cage_mesh")  -- just one

The bake returns a row per mesh with its triangle count and local AABB, so a shape can be checked without rendering it. Change a profile below, run the bake, and the figure is different on the next frame.

The parts

Mesh
henter_cloak_meshOne fall of heavy cloth from the shoulders to the ground, waving in and out five times around the hem. Narrows hard above the waist so the sleeves have somewhere to come out of.
henter_hem_meshThe band of mantle cloth turned up along that hem.
henter_mantle_meshA short shoulder cape in a different cloth. Its six-lobed hem breaks the cloak's five, so the two never line up.
henter_hood_meshA cowl whose peak leans further forward the higher it climbs, and whose front is genuinely open — the quads over the face are left out.
henter_arm_meshA sleeve hanging from the shoulder at its own origin, flaring at the cuff.
henter_pole_meshThe tapered stave, with a weighted butt.
henter_pole_brass_meshTwo collars, a ferrule, and the hook the lantern hangs from, bent forward out of the top.
lantern_cage_meshRoof, two rings, six corner posts, base pan and hanging ring — built hanging BELOW its own origin, so it swings from the right point.
lantern_glass_meshSix panes, drawn from both sides so the lantern has an interior.
glew_spark_meshA six-point spark with alternating spike lengths.
glew_halo_meshFive nested shells in one mesh: additive, they build a radial falloff out of geometry alone.

Landmarks

CHEST_Y is the pivot every part above the waist is built around; SHOULDER and ARM_LENGTH place the sleeves; POLE_HOOK is where the lantern hangs, in the stave's own space. The figure stands 1.94 m, hem on the ground.

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.hero.meshes — the Henter's geometry, and the bake that writes it out. Every shape the hero slice draws is defined here as a function over `game.hero.shapes`, and `M.bake()` turns each one into a durable `.mesh` asset under `/source/game/hero/`. The component resolves the assets by identity (`game.hero.henter_cloak_mesh`, ...) and never builds geometry at runtime, so every client in the world draws the same vertices out of one shared GPU mesh. Re-run the bake after changing a shape: require("game.hero.meshes").bake() -- every mesh require("game.hero.meshes").bake("lantern_cage_mesh") -- just one The bake returns a row per mesh with its triangle count and local AABB, so a shape can be checked without rendering it.

cloak(g: Shapes.Geom) → void

The cloak: one fall of heavy cloth from the shoulders to the ground, waving in and out five times around a hem that never touches a straight line. It narrows hard above the waist so the sleeves have somewhere to come out of.

argtypedescription
gShapes.Geom

cloakHem(g: Shapes.Geom) → void

A band of the mantle's cloth turned up along the cloak's hem: the trim that stops the bottom of the figure reading as a cut edge.

argtypedescription
gShapes.Geom

mantle(g: Shapes.Geom) → void

The mantle: a short shoulder cape in a different cloth, sitting ON the shoulders and ending above the elbow. Its six-lobed hem breaks the cloak's five, so the two never line up. Built in CHEST-LOCAL space.

argtypedescription
gShapes.Geom

hood(g: Shapes.Geom) → void

The cowl: a hood whose peak leans further forward the higher it climbs, and whose front is genuinely open — the quads over the face are left out, so the Henter has a shadow where a face would be rather than a smooth dome. Built in CHEST-LOCAL space.

argtypedescription
gShapes.Geom

mouth(row: number, seg: number, segments: number) → boolean

Rows 2..4 of the wall, within 50 degrees of the front (+Z), are the mouth.

argtypedescription
rownumber
segnumber
segmentsnumber

arm(g: Shapes.Geom) → void

A sleeve, hanging from the shoulder at its own origin, flaring at the cuff.

argtypedescription
gShapes.Geom

pole(g: Shapes.Geom) → void

The pole the lantern rides on: a tapered stave with a weighted butt.

argtypedescription
gShapes.Geom

poleBrass(g: Shapes.Geom) → void

The brass on the pole: two collars, a ferrule, and the hook the lantern hangs from, bent forward out of the top.

argtypedescription
gShapes.Geom

lanternCage(g: Shapes.Geom) → void

Built hanging BELOW its own origin: the origin is the ring the hook takes, so the whole lantern swings from the right point with no offset applied.

argtypedescription
gShapes.Geom

lanternGlass(g: Shapes.Geom) → void

Six panes of glass. Drawn from both sides, so the far panes read through the near ones and the lantern has an interior instead of being a lit hexagon.

argtypedescription
gShapes.Geom

glewSpark(g: Shapes.Geom) → void

A mote: a six-point spark with alternating spike lengths, so it turns without ever looking like a sphere.

argtypedescription
gShapes.Geom

glewHalo(g: Shapes.Geom) → void

The soft shell the spark sits inside. FIVE nested shells in one mesh, drawn additive and without writing depth: a ray through the middle crosses ten faces and one near the rim crosses two, so the light falls off from the centre outward. That is the whole reason a mote glows here rather than reading as a flat lit polygon — this renderer runs no bloom pass, and a single additive shell adds the same amount everywhere it covers.

argtypedescription
gShapes.Geom

geometry(name: string) → Shapes

Build one part's geometry without writing anything.

argtypedescription
namestring

bake(only: string?) → void

Write every part (or just `only`) out as a `.mesh` asset under game/hero.

argtypedescription
onlystring?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# shapes Flat-shaded geometry builders. Every triangle carries its own three vertices and its own face normal, so what comes out reads as crisp low-poly facets rather than a smoothed blob — the register this game is drawn in, where silhouette and facet do the work and the material carries the colour. ```luau local Shapes = require("game.hero.shapes") local g = Shapes.new() Shapes.lathe(g, { profile = { { r = 0.5, y = 0 }, { r = 0.2, y = 1 } }, segments = 11 }) Shapes.transform(g, { translate = { 0, 1, 0 }, yaw = 30 }) ``` | | | |---|---| | `new()` | An empty `{ positions, normals, uvs, indices }` — the flat arrays `asset.create("mesh", …)` and `renderer.mesh.create` take. | | `tri` / `quad` | One triangle or one planar quad, wound as given. | | `lathe(g, opts)` | Revolve a profile around +Y. Each ring carries its own centre offset, scallop, lobe count and squash, which is what turns a cylinder into a cloak, a cowl or a lantern roof. `skip` leaves quads out — an opening in the wall, like the mouth of a hood, is a lathe with a few quads missing rather than a second mesh. | | `box` / `prism` / `spike` | An axis-aligned box, a closed n-sided frustum, and a bipyramid with uneven points. | | `append` / `part` / `transform` | Merge one geometry into another, optionally placed. `part` is the two together, and is how every composite here is assembled. | | `measure(g)` | Triangle count and the local AABB — so a shape can be checked without rendering it. | Conventions follow the engine's: indices count from 0, a front face turns counter-clockwise, +X right, +Y up, and an entity's forward is −Z.
▲ 0↑ born
backing path · game/hero/meshes.module

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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+ quality × 0.35
+ performance × 0.25
± compat factor

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