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asset⌬ modulemoduleprimary: init.luau·originates fromworld cc5fca28-5…

geo

Every shape the sea cliff is made of, built as runtime meshes.

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

geo

Every shape the sea cliff is made of, built as runtime meshes.

Cliff.component is the only consumer. Each builder returns a MeshHandle from renderer.mesh.create, which a Model component's model field takes directly, so none of this becomes an asset on disk and the cliff can be rebuilt from nothing whenever the component wakes.

CallWhat it makes
Geo.faceZ(x, y)how deep the face stands at a point — a palisade of prisms, piecewise constant per column and per block, with a chamfer at each seam
Geo.face(opts)the climbed face: one grid displaced by faceZ, ending in a broken skyline at the summit
Geo.ridge(opts)a headland further along the coast — a wall whose top edge is a ridgeline
Geo.shelf(opts)one ledge: a six-point profile with a lip and an undercut, extruded along x and closed at the back into whatever depth the face has there
Geo.grid(opts)a flat plane in XZ, for a surface whose shape comes from its shader's vertex stage — the sea
Geo.sphere Geo.cone Geo.petal Geo.stick Geo.chunkthe small solids: grub beads, limpet shells, a blossom petal, nest driftwood, a rock chip

Geo.fbm and Geo.vnoise are the same value-noise field the basalt shader uses at a different scale, so the modelled relief and the shaded relief agree.

Everything is deterministic — the same seeds build the same cliff on every peer.

Interface

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

conforms to

zero/source-extract/v2

geo — the geometry of the sea cliff, built as runtime meshes. Everything the cliff is made of comes out of here: the face itself (one displaced grid with columnar grooves and a broken skyline), a shelf with a real lip and an undercut for every ledge in CF.layout, the three kinds of food, the debris a crumbling ledge throws, and the props on the roost. Every builder returns a MeshHandle from `renderer.mesh.create`, which the `Model` component's `model` field takes directly, so none of this becomes an asset on disk. It is deterministic: the same seed builds the same cliff on every peer. Owned by the cliff slice.

hash2(x: number, y: number) → number

Deterministic value noise. The same field the basalt shader uses at a different scale, so the modelled relief and the shaded relief agree.

argtypedescription
xnumber
ynumber

vnoise(x: number, y: number) → number

argtypedescription
xnumber
ynumber

fbm(x: number, y: number, octaves: number) → number

argtypedescription
xnumber
ynumber
octavesnumber

builder( ) → Builder

vert(b: Builder, x: number, y: number, z: number, u: number, v: number) → number

argtypedescription
bBuilder
xnumber
ynumber
znumber
unumber
vnumber

tri(b: Builder, a: number, c: number, d: number) → void

argtypedescription
bBuilder
anumber
cnumber
dnumber

quad(b: Builder, v00: number, v01: number, v10: number, v11: number) → void

argtypedescription
bBuilder
v00number
v01number
v10number
v11number

finish(b: Builder, flatShade: boolean?) → any

Accumulate face normals onto the vertices, then normalize. A mesh built by any of the builders below gets its normals from its own triangles, so a displaced grid and an extruded profile shade the same way.

argtypedescription
bBuilder
flatShadeboolean?

faceZ(x: number, y: number) → number

One displaced grid. Relief is fbm plus vertical column grooves; the sides curve hard away from the camera so the cliff never shows its edge, and the top row breaks into a jagged skyline at the summit. The depth of the face at a point. Public because the shelves and the props tuck themselves into whatever it turns out to be. Columnar basalt is not a grooved wall — it is a palisade of prisms. Each column stands at its own depth with FLAT sides and a hard seam against its neighbour, and cross-joints break every column into stacked blocks. So the depth is piecewise constant per (column, block) rather than a smooth field, and the mesh grid resolves each seam as a real facet edge that catches the raking moonlight.

argtypedescription
xnumber
ynumber

face(opts: any) → any

argtypedescription
optsany

grid(opts: any) → any

A flat grid in the XZ plane, for a surface whose shape comes from its shader's own vertex stage rather than from the mesh.

argtypedescription
optsany

ridge(opts: any) → any

A wall whose TOP EDGE is a ridgeline: the headland further along the coast, standing behind the climbed face. It is what stops sky appearing beside the cliff on a wide screen, and it gives the fog something to sit in front of.

argtypedescription
optsany

crestAt(x: number) → number

argtypedescription
xnumber

shelf(opts: any) → any

Extrude a six-point profile — back of the top, the crown, the front edge, the lip's face, the undercut, the back of the bottom — along x, with the front edge and the top wandering per column. Local origin sits at the point CF.landing tests: x at the ledge's centre, y at its top surface, z at 0.

argtypedescription
optsany

sphere(rings: number, segs: number, jitter: number?, seed: number?) → any

argtypedescription
ringsnumber
segsnumber
jitternumber?
seednumber?

cone(segs: number, seed: number?) → any

argtypedescription
segsnumber
seednumber?

petal( ) → any

A petal of the crowfoot blossom: a cupped leaf lying in the XZ plane, its base at the origin and its tip at +z, so an entity rotating about X opens it.

chunk(seed: number) → any

An irregular rock chip, for the debris a crumbling ledge throws and for the boulders on the strand.

argtypedescription
seednumber

stick(seed: number) → any

A weathered stick, for the nest on the roost.

argtypedescription
seednumber

Sub-parts

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backing path · game/cliff/geo.module

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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