sea
The North Sea around the Saltcrown pillar: the water, the sky and the weather.
sea
The North Sea around the Saltcrown pillar: the water, the sky and the weather.
It drives the Sea entity from Core.tideY() every frame, so the waterline the game
reasons about and the waterline you see are one number. The surface is a six-wave Gerstner
ocean (deps.tid_ocean, adapted to cold overcast) drawn on a grid built in world units —
dense out to 60m around the tower, expanding geometrically to the horizon — and it is
alpha-blended, clearest looking straight down and closing into solid sea at the horizon, so
the floors already under the water stay legible as dark shapes beneath it.
The waterline itself is drawn twice: a foam collar churned into the water where the stone pierces the surface, and a band of foam on the stone at exactly the water's height, with spray thrown up it and a wet bleed washing down. A floor going under throws both, and brings a squall in with it.
Under WeatherRoot it also keeps an overcast deck hung above the eye, rain squalls that walk
across the frame — darkening the cloud and pocking the water as they pass — and gulls
wheeling round the tower.
M.install() seats all of it (and rebuilds it if the entities are destroyed underneath);
M.update(dt) runs it. M.squallNow() brings a squall in on cue.
Art lives in art/sea: scSeaOcean (the surface), scSeaCollar (the waterline band),
scSeaCloudDeck (the overcast), scSeaSquall (the rain) and scSeaGull.
Scoped to this part · feeds back into the world's score.