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asset⌬ componentcomponentprimary: init.luau·originates fromworld a24d981a-1…

Sand

Everything airborne in FURROW, and everything that breaks.

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

Sand

Everything airborne in FURROW, and everything that breaks.

Put this on an entity and the film's whole sand substrate comes alive: eleven plumes smoking off the dune crests, the airborne haze that keeps something moving in every frame, the thread of grain across the macro crust, the dust devil, the tremor, the furrow's bow wave, the hourglass drain, the curtain into the sink, the breach fountain, the maw's fall, the sheet off the animal's flank, the impact ejecta ring, the 200 m dust wall and the settle — plus the mast bursts, the rig's collapse and the crust plates thrown off the rising dome.

It reads furrow.filmClock and never advances it. The clock belongs to furrow.Director.

Why it is a component and not a script

An emitter created by a one-shot script is registered and never stepped: it draws nothing and reports success. Every emitter here is created in awake and stepped from update, which is the long-lived context that makes GPU particles and effects.play work at all.

update steps by filmClock.STEP, never by dt, so the film is the same 181 seconds at any frame rate.

Fields

fieldwhat it does
densityscales every emission rate. 1 is the film as shot; 0 empties the air without removing anything, which is how to see what the substrate costs.

Authoring

The film's clock only runs in play, so in edit mode the sand would stand still. Set require("furrow.sand").previewAt = <film second> and the slice runs from there at previewRate (1 = film speed, 0 holds an instant), in edit or in play, so any moment can be framed and judged without waiting for the film to reach it. Set previewAt back to nil and the clock has the film again.

require("furrow.sand").audit(t) answers what is emitting at film second t without disturbing anything, which is how "is anything airborne in shot 14" gets an answer that is not a screenshot.

What it holds

28 emitters, about 55 000 particle slots, roughly 86 MB of GPU buffers.

Interface

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

conforms to

zero/source-extract/v2

FURROW — the SAND & COLLAPSE slice's single component. It sits on the scene's `sand` anchor and owns everything airborne in the film and everything that breaks: the crests smoking off the dune sea, the macro thread of grain, the dust devil, the tremor, the furrow's bow wave, the hourglass drain, the curtain into the sink, the breach fountain, the sheet off the flank, the impact ejecta ring, the dust wall and the settle — plus the mast bursts, the rig's collapse and the crust plates. The work is in two modules; this file is the long-lived context that drives them, and that is the whole reason it exists: * every emitter is CREATED in `awake` and STEPPED from `update`. An emitter created by a one-shot script is registered and never stepped, draws nothing and reports success (#10047), and the same is true of an effect played from one. * `update` steps by `filmClock.STEP`, not by `dt`. The film is a function of one number, so it is the same 181 seconds at any frame rate. It reads `filmClock.now()` and never advances it. Director owns the clock. Owner: the SAND & COLLAPSE slice.

filmTime( ) → number

The film second this frame stands at. Normally the film's own clock; while `sand.previewAt` names a second, a preview clock that STARTS there and runs forward at `sand.previewRate`. It has to run rather than hold, because half of what this slice does is motion the clock draws — the furrow's wake is the history of a moving emitter, and a frozen instant has no history.

cameraPos(t: number) → void

Where the camera stands this frame. The cutscene stage spawns its own camera and holds the viewport for the whole film; before it is up — and in edit mode, where there is no stage at all — the set-up's own position from the shot table stands in, so the haze is never placed in the wrong county.

argtypedescription
tnumber

poseFor(t: number) → void

One frame of sand, at film time `t`.

argtypedescription
tnumber

awake( ) → void

update(_dt: ?) → void

argtypedescription
_dt?

editorUpdate(_dt: ?) → void

The authoring preview. In edit mode the film's clock does not run, so the sand would stand still and could not be looked at. Setting `require("furrow.sand").previewAt = <seconds>` holds the world at that film instant and keeps the emitters flowing there, which is what a plume, a fountain or a wall needs in order to be framed and judged without waiting for the film to reach it. Setting it back to nil gives the clock the film.

argtypedescription
_dt?

onDestroy( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

15+items
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module · born here
❒asset
# furrow.sand The film's airborne substrate: every emitter FURROW has, the numbers they are made of, and the one verb that poses them all for a film second. `Sand.component` is the long-lived context that calls this; nothing here reads a clock of its own. ## Verbs | call | what it does | |---|---| | `sand.create(particles)` | build every emitter once. Returns the emitter set. | | `sand.step(S, t, step, camX, camY, camZ, density)` | pose everything for film second `t` and advance it by `step`. | | `sand.burst(S, x, y, z, count, spread)` | throw a burst of sand at a point. | | `sand.plates(S, x, y, z, radius, count)` | throw a fan of crust plates. | | `sand.audit(t)` | every emitter running at film second `t`, without disturbing the film. | | `sand.destroy(S)` | release every GPU buffer. | ## Reading the shot table `sand.shotAt(t)` gives the set-up index and how far through it the film is. `sand.camPoint(i, u)` and `sand.lookPoint(i, u)` read `film.shots`' `pos` and `look`, both of which take a point, a list of points walked as a polyline, or an entity NAME string — all three shapes are read here so no caller has to know which a given set-up used. ## The tuning block Everything a viewer sees is at the top of `init.luau`: - `GAIN` — one multiplier over every airborne colour. The particle sprite shader is unlit, so a grain's colour is the colour it draws at. - `WIND_DIR` / `WIND_CALM` / `WIND_GALE` — one wind for the whole film, whose speed rides `film.clarity(t)`. - `CRESTS` — the eleven dune crests that smoke, sampled off the baked heightfield as local maxima outside the pan. - `FURROW_PATH` — where the ridge stands, keyframed. - `HAZE` — one row per set-up, because a shot 4 cm off the crust and a shot 320 m up need motes four orders of magnitude apart in size. This table is what makes something airborne in every single frame of the film. ## Authoring `sand.previewAt = <film second>` runs the slice from that instant at `sand.previewRate`, in edit mode as well as play, so any moment can be framed without waiting for the film. `nil` gives the clock back to the film. `sand.at` reports the film second the sand last posed itself for.
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module · born here
❒asset
# furrow.collapse The order in which the salt pan is destroyed on camera. A list of one-shot BEATS, each pinned to a `film.mark`: the ground giving way under the rig, the eighteen masts going down west to east, the rig dropping out of the bottom of frame, the pan floor doming and shedding its crust, the breach, and the head coming down 300 m out. `step` fires the ones the clock has just crossed and nothing else, so the film destroys the place the same way every run and a beat that moves in `film.mark` moves here with it. ## Verbs | call | what it does | |---|---| | `collapse.create()` | build the schedule. | | `collapse.step(C, S, t)` | fire every beat the clock has just crossed. `S` is the sand slice's emitter set. | | `collapse.rearm(C, from)` | re-arm every beat at or after `from`, so a held preview instant repeats its collapse instead of firing it once. | ## What a beat fires - `effects.play` on the shipped catalogue, repurposed. `combat.impact` at `surface = "dirt"` throws no sparks and a slow brown cloud, which is a collapsing ground rather than a gunshot; `combat.shockwaveRing` in the pan's own gypsum colour is the pressure front running out across the flat. - The sand slice's own burst and crust-plate emitters, through `sand.burst` and `sand.plates`. Both are fired from the component's `update`. An effect played from a one-shot script is registered and never stepped. ## Where the masts are `film.geo.mastFrom`, `mastTo` and `mastCount`. The masts themselves belong to another slice; this reads the same geography they are placed against, so a burst lands at a mast's foot without either slice knowing about the other.
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module · born here
❒asset
# filmClock <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · furrow/Sand.component

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+ quality × 0.35
+ performance × 0.25
± compat factor

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