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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

motes

Everything suspended in the water, as six GPU emitters stepped by exactly `Film.DT` once per rendered frame from the film's own clock.

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

deadlight.abyss.motes

Everything suspended in the water, as six GPU emitters stepped by exactly Film.DT once per rendered frame from the film's own clock.

  • snow — marine snow, a box the camera lives inside. World-static and sinking at four centimetres a second, so what makes it stream is the camera's own travel through it. It is the only readout that the submersible is falling.
  • wake — snow the vehicle drags with it, thrown along its travel, killed by drag in about a second, then drifting back up. That is what "the snow inverts direction as it passes" is made of.
  • silt — the slow roll ahead of the downwash, the curtain hanging in the beams over the deck, the curl out of an open porthole.
  • bloom — the same sediment thrown hard instead of lifted: the thruster jet that blanks the frame, and the cloud the take-off kicks up.
  • amphipods — the scavengers that boil out of the sediment the moment a light hits it.
  • flakes — corrosion the thrusters shake off the plating. It falls rather than billows.

Each disturbance names the window it runs in and where it comes from, and rises, holds and falls across it — a disturbance rather than a switch. Every one is a function of Film.t and of nothing else.

tick(t, dt, stepped) takes stepped = false while the clock is being scrubbed through many film frames inside one rendered frame, and leaves the emitters alone; the driver catches them up afterwards over a bounded run.

A mote is visible at its own colour whether a lamp reaches it or not. The sprite program adds a point-light pickup on top of the particle's colour and lightInfluence reaches no shader (#10085), so what keeps the void empty is the colour itself: dark enough to disappear into the water, brought up several times over by a flood that actually reaches it.

Interface

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

conforms to

zero/source-extract/v2

module Deadlight.Abyss.Motes Everything suspended in the water: marine snow, the silt the vehicle disturbs, the amphipod boil, and the corrosion dust falling off the wreck. method build() Allocate every emitter. Idempotent — an existing set is released first. method reset() Put the whole field back to what it is at t = 0 and prewarm the snow, so a held frame has a full water column in it rather than an empty one. method tick(t: number, dt: number, stepped: boolean) One film frame. `stepped` is false while the clock is being scrubbed through many film frames inside a single rendered one, in which case the emitters are left alone and caught up once, at the end. method teardown() Release every GPU buffer the slice holds. about Marine snow is the film's connective tissue: it is the only readout that the submersible is falling in shot 3, and it is what the beams are solid with everywhere below 200 m. It is world-static and slowly sinking; what makes it stream is the camera's own travel through it. Every emitter is stepped by exactly Film.DT once per rendered frame from the film's own clock. Nothing here runs on wall time.

release( ) → void

claim( ) → void

Stamp the mark. Called at the end of build() on everything it just made.

teardown( ) → void

build( ) → void

camPos( ) → void

camForward( ) → void

subPos(t: number) → void

argtypedescription
tnumber

clamp01(x: number) → number

Each one names the window it runs in, where it comes from, and how hard. They are all a function of Film.t and of nothing else.

argtypedescription
xnumber

swell(t: number, t0: number, t1: number, riseS: number, fallS: number) → number

A shape that rises, holds and falls across a window — what a disturbance does rather than what a switch does.

argtypedescription
tnumber
t0number
t1number
riseSnumber
fallSnumber

pour(key: string, s: any, origin: { number }, dir: { number }?, perSecond: number, dt: number) → void

Emit `perSecond` particles' worth of this frame from `origin`, carrying the fractional remainder so a low rate still produces a steady trickle instead of nothing at all.

argtypedescription
keystring
sany
origin{ number }
dir{ number }?
perSecondnumber
dtnumber

driveEvents(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

reset( ) → void

exposureGain( ) → number

WHY THE MOTES ARE RE-BRIGHTENED EVERY FRAME. A sprite carries its own colour and the sprite program does not read the lamps (#10085), so a flake is exactly as bright wherever it is. The meter, meanwhile, travels eight stops across this film — from a sunlit surface to a plate lit by a lamp twelve metres off. Held at one number, the snow is invisible in movement I and a screen of white discs in movement III, and there is no single number that is both. So the brightness is divided by the exposure the frame is about to be taken at: what the flake contributes to the FINAL picture is then the same everywhere, which is the thing that was being authored all along.

tick(t: number, dt: number, stepped: boolean) → void

argtypedescription
tnumber
dtnumber
steppedboolean

observe( ) → any

Sub-parts

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

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11+items
▣
module · born here
❒asset
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
▲ 0↑ born
▣
module · born here
❒asset
# deadlight.abyss.floor The abyssal plain the wreck lies on. `build()` spawns the `Seafloor` entity — a 460 x 560 m mesh on a 2 m grid, deliberately coarse, carrying only the long drift dunes and the shallow scour the hull dug when it landed. Everything a camera 30 cm off the floor actually reads lives in the `seafloor` shader, computed per pixel from world XZ. `heightAt(x, z)` is the same field the mesh was built from, so anything that has to sit ON the floor — a sea cucumber crawling, the silt roll the downwash lifts — can ask where the floor is rather than guessing y = 0.
▲ 0↑ born
backing path · deadlight/abyss/motes.module

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