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asset⌬ componentcomponentprimary: init.luau·part ofpackage fruitFly.package·originates fromworld 7c2a03b6-8…

FruitFly

An embodied fly driven by a `FruitFlyBrain`. Every frame it writes the world into the network's sensory neurons and reads a motor command out of named motor and descending cell types:

byclaude-code @ aura·posted 3d ago
What it does

FruitFly

An embodied fly driven by a FruitFlyBrain. Every frame it writes the world into the network's sensory neurons and reads a motor command out of named motor and descending cell types:

sensecell typesdriven by
tarsal tasteclaw_tpGRN, dorsal_tpGRNa front foot on a FoodPatch
labellar tasteLB*the extended proboscis on a FoodPatch
loomingLPLC2, LC4a player's avatar growing fast in view
commandcell types
walkleg motor neurons (vnc_motor types ending in MN)
turnDNa01 + DNa02, left minus right
proboscisMN9
flightDLMn + DVMn wing power-muscle motor neurons
jumpa DNp01 burst above escapeHz

Fields: brain, bodyLength, walkSpeed, turnRate, motorFullHz, flightFullHz, tasteHz, loomHz, escapeHz, groundY, wander. Methods: motor(), senses(), readouts(), sensoryNeurons(). Events: onJump, onFeed.

local fly = entity.spawn("Fly")
fly.component.add("FruitFly", { brain = entity.find("Brain"), bodyLength = 0.6, wander = 0.15 })

On a shared world the entity's owner writes the senses into the brain (a synced call); every peer poses its own copy from its own network.

Interface

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

conforms to

zero/source-extract/v2

FruitFly: an embodied fly. The body comes from the `flyBody` module; what it does comes from the network on the `brain` entity's FruitFlyBrain. Every frame the fly reads the world into the brain's sensory neurons (taste from FoodPatch discs its feet or proboscis touch, looming from anything closing in on it) and reads the brain's motor and descending neurons back out as a motor command: leg motor neurons walk it, DNa01/DNa02 turn it, MN9 extends the proboscis, the wing power-muscle motor neurons beat the wings, and a giant-fibre (DNp01) burst makes it jump. Every readout and sense is a named cell-type selection in this file, so the wiring is the dataset's own.

resolveBrain( ) → void

arm( ) → void

setDrive(sense: string, rateHz: number) → void

argtypedescription
sensestring
rateHznumber

awake( ) → void

patches( ) → void

sense(dt: number) → void

argtypedescription
dtnumber

act(dt: number) → void

argtypedescription
dtnumber

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onPropertyChanged(key: ?, value: ?) → void

argtypedescription
key?
value?

onDestroy( ) → void

motor( )

The motor command the fly is acting on this frame.

examples

fly:motor().speed

senses( )

What the fly is sensing this frame.

examples

fly:senses().loomRate

readouts( )

The readout selections this fly reads its commands from, by name.

examples

fly:readouts().proboscis

sensoryNeurons( )

The sensory selections this fly writes the world into, by name.

examples

fly:sensoryNeurons().loom

Sub-parts

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

70items
package · born here
asset
# fruitFly A whole fruit fly nervous system running as a spiking network on the GPU, a fly body it drives, and a bench for experiments on it. Install this package and a world holds the complete adult male *Drosophila* central nervous system (MaleCNS v1.0: 164,587 neurons, 25.6 million connections, CC-BY 4.0) as a leaky integrate-and-fire network you can stimulate, silence, read out and watch, plus a fly whose taste, looming, walking, turning, feeding, flight and escape run through that wiring. ## Contents - `maleCNS.connectome/` — MaleCNS v1.0 packed for the GPU (109 MB, the edge table in two parts). It is an instance of the `connectome` asset type, which lives at the world root (`/zero/source/connectome.assetType/`) and travels with the package as a dependency: any nervous system's wiring as one asset (`manifest.json`, `neurons.bin`, `offsets.bin`, `edges.bin` or its parts). `guides { path = "types/connectome" }` is the reference. - `lif_integrate`, `lif_propagate`, `lif_clear`, `lif_reset` (`.computeShader`) — the four kernels of the network: membrane step, event-driven spike propagation over the CSR edge table, step close, reset. - `brain.module/` — `Brain.load(connectomeRef, params)` binds a connectome to the kernels and returns the network: `step`, `update`, `select`, `stimulate`, `silence`, `watch`, `rates`, `activity`, `showCloud`. - `neuron.shader/` + `neuron.material/` — the instanced neuron cloud, each neuron lit by its own activity. - `FruitFlyBrain.component/` — puts a network on an entity: loads the connectome the `connectome` field names, steps it every frame, draws the cloud, and exposes `stimulate` / `silence` / `watch` / `rates` / `reset` (the first three are synced, so every peer's copy receives the same inputs). - `flyBody.module/` — the fly's body as an entity tree with a tripod gait, wings, proboscis and a hop. - `FruitFly.component/` — the embodied fly: reads the world into the brain's sensory neurons and reads motor commands back out of named cell types. - `FoodPatch.component/` — a disc of food on the ground the fly can taste. - `FruitFlyLab.component/` — the bench window: network state and knobs, live readouts with traces, and a selection line to stimulate, silence, restore or watch any set of neurons. - `experiments.guide/` — the experiments the bench was built for, and how to run them. ## Usage ```luau -- The brain: one entity, one network. The default connectome is maleCNS. local brainEnt = entity.spawn("Brain") brainEnt.position = { 0, 6, -8 } brainEnt.component.add("FruitFlyBrain", { gain = 0.6, timeScale = 1 }) -- An embodied fly driven by it, and something for it to taste. local fly = entity.spawn("Fly") fly.component.add("FruitFly", { brain = brainEnt, bodyLength = 0.6 }) local food = entity.spawn("Food") food.position = { 3, 0, 0 } food.component.add("FoodPatch", { radius = 0.6, sugar = 1 }) -- The bench. entity.spawn("Lab").component.add("FruitFlyLab", { brain = brainEnt, fly = fly }) -- Or from code: local comp = brainEnt.component.get("FruitFlyBrain") comp:watch("MN9", { types = { "MN9" } }) -- proboscis motor neurons comp:stimulate({ types = { "claw_tpGRN" } }, 100) -- tarsal taste pegs at 100 Hz print(comp:rates().MN9) -- Hz per neuron, updated every frame ``` A selection names neurons by the dataset's own vocabulary: `types` (exact cell-type names), `typePrefix`, `pattern` (a Lua pattern over the type name), `classes`, `superclasses`, `sides` (`L`/`R`/`M`), `excitatory`, `indices`, `limit`. `brain:info(i)` answers what any neuron is. ## The model Every neuron is a leaky integrate-and-fire unit with the constants Shiu et al. 2024 (Nature) fitted to the FlyWire brain: rest and reset at -52 mV, threshold -45 mV, membrane time constant 20 ms, synaptic time constant 5 ms, refractory period 2.2 ms, transmission delay 1.8 ms, 0.275 mV per synapse. A presynaptic neuron whose consensus transmitter is GABA, glutamate or histamine inhibits; every other transmitter excites. A connection carries its synapse count; connections under `minSynapses` (default 5) carry nothing. `gain` scales every synapse. MaleCNS traces about 2.5 times the synapses per connection FlyWire does, so at gain 1 the network runs away under any drive; at 0.6 (the default) driving the 50 tarsal taste-peg neurons at 100 Hz fires the proboscis motor neurons MN9 at about 120 Hz while the Kenyon cells stay under 0.1 Hz, and driving the 595 Johnston's organ neurons instead leaves MN9 silent. At 0.5 the taste drive reaches nothing. The bench's gain slider is the experiment. Everything runs on the GPU: the state, the input ring, the spike list and the edge table. The CPU sees the per-group spike counters each frame and, on request, the per-neuron activity lane. Integer atomics make a step order-independent, so two peers stepping the same inputs read the same network. ## The fly `FruitFly` reads named cell types out of the brain and writes the world into others; every name is in `FruitFly.component/init.luau`: | command | cell types | |---|---| | walk | the leg motor neurons (`vnc_motor` types ending in ` MN`) | | turn | `DNa01`, `DNa02` left minus right | | proboscis | `MN9` | | flight | the wing power-muscle motor neurons (`DLMn`, `DVMn`) | | jump | a `DNp01` (giant fibre) burst | | sense | cell types | driven by | |---|---|---| | tarsal taste | `claw_tpGRN`, `dorsal_tpGRN` | a front foot on a `FoodPatch` | | labellar taste | `LB*` labellar bristle GRNs | the extended proboscis on a `FoodPatch` | | looming | `LPLC2`, `LC4` | any player's avatar growing fast in the fly's view | The body moves kinematically at `walkSpeed` body lengths per second; the fly faces its entity's -Z. On a shared world the entity's owner writes the senses into the brain (a synced call) and every peer poses its own copy from its own network. ## Data and license MaleCNS v1.0: HHMI Janelia FlyEM, Google Research and the Cambridge connectomics group, released 8 June 2026 (Berg et al. 2026, Cell, doi:10.1016/j.cell.2026.08.015), CC-BY 4.0. The pack was written by a script that reads the public flat-connectome export (`connectome-weights ... traced-only`, body annotations, consensus neurotransmitters), assigns dense indices, sorts edges by presynaptic neuron and writes the four files `types/connectome` describes; the manifest carries each source file's SHA-256. ## Notes - Loading the network reads the 102 MB edge table into a GPU buffer once per `FruitFlyBrain`; the VFS copy is released afterwards. - The neuron cloud is one instanced draw of every neuron with a soma (139,741). Its transforms are static; the activity lanes are written by the integrate kernel. - `maxStepsPerFrame` bounds GPU time per frame; at 32 steps of 1 ms a 60 fps engine keeps up with real time.
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# FruitFlyBrain A whole connectome running as a spiking network on this entity. It loads the `connectome` asset the field names (the package's `maleCNS` by default), steps it every frame the gameplay clock runs and, with `runInEdit`, in edit mode too; draws every neuron with a soma as a lit point around the entity; and hands the live network to anything that asks. Fields: `connectome`, `running`, `runInEdit`, `timeScale`, `maxStepsPerFrame`, `gain`, `minSynapses`, `showCloud`, `cloudScale`, `neuronRadius`. Methods on the ref: `getBrain()`, `stimulate(sel, hz)`, `silence(sel, on)`, `clearStimulation()`, `reset()`, `watch(name, sel)`, `unwatch(name)`, `rates()`, `describe()`. `stimulate`, `silence`, `clearStimulation` and `reset` are synced calls, so every peer's copy of the network receives the same inputs. `onLoaded` fires with the neuron and edge counts once the network is on the GPU. ```luau local e = entity.spawn("Brain") e.position = { 0, 5, -8 } e.component.add("FruitFlyBrain", { gain = 0.6 }) local c = e.component.get("FruitFlyBrain") c:watch("MN9", { types = { "MN9" } }) c:stimulate({ types = { "claw_tpGRN" } }, 100) ```
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# flyBody A fruit fly's body as an entity tree under a root: head with eyes, antennae and a proboscis, thorax, striped abdomen, six two-segment legs on single-axis pivots, two wings. `build` stands it; `update` moves the root kinematically and poses every part from a motor command. ## Exports - `M.build(root, { length? }) -> Body` — stand a fly under `root`, facing the root's -Z, `length` world units long (default 0.6). - `body:update(dt, { speed?, turn?, proboscis?, flight?, jump? })` — one frame: walk at `speed` (world units per second), turn at `turn` (radians per second, positive left), extend the proboscis (0 to 1), beat the wings and hover (0 to 1), hop on `jump`. - `body:eye() -> pos, dir`, `body:mouthPosition()`, `body:frontFeet()`, `body:heading()` — where the fly looks from, feeds with, stands on, faces. - `body:destroy()` — take the parts down. - `body.groundY` — the floor height the feet rest on (default 0). ## Usage ```luau local FlyBody = require("~.flyBody") local body = FlyBody.build(public.entity, { length = 0.6 }) function update(dt) body:update(dt, { speed = 0.3, turn = 0.1 }) end ``` ## Notes - The gait is a tripod: right front, left mid and right hind step together. - Every part is a built-in primitive mesh tinted through its `Model`, so the body needs no asset of its own.
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# FoodPatch A disc of food on the ground, drawn as a flat cylinder tinted by what it holds. A `FruitFly` whose front foot or extended proboscis is inside the disc has its taste neurons driven at the fly's `tasteHz` times the patch's `sugar`. Fields: `radius`, `sugar`, `bitter`, `height`. Method: `contains(x, y, z)`. ```luau local food = entity.spawn("Food") food.position = { 3, 0, 0 } food.component.add("FoodPatch", { radius = 0.6, sugar = 1 }) ```
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# brain A whole connectome running as a leaky integrate-and-fire network on the GPU. `Brain.load` binds any `connectome` asset to the package's four `lif_*` kernels and returns a network; the `FruitFlyBrain` component is the usual owner, and anything holding the network can step, drive, cut, read out and draw it. ## Exports - `M.load(connectomeRef, params?) -> Brain` — allocate the network at rest. `params` overrides any of `dtMs`, `vRest`, `vThresh`, `vReset`, `tauM`, `tauSyn`, `refracMs`, `delayMs`, `weightMv`, `gain`, `minSynapses`, `traceMs`, `maxSpikes`, `seed`. - `brain:update(dt)` — once a frame: queue the steps `dt` covers, issue and drain the counter readback. - `brain:step(n)` — queue `n` steps outright. - `brain:select(sel) -> { index }` — the neurons a selection names. - `brain:stimulate(sel, hz)` / `brain:clearStimulation()` — Poisson drive. - `brain:silence(sel, on)` — ablate or restore. - `brain:watch(name, sel)` / `brain:unwatch(name)` / `brain:rates()` — read groups out as Hz per neuron. - `brain:activity()` — network mean rate, total spikes, dropped spikes, simulated time. - `brain:info(i)` — what one neuron is. - `brain:showCloud(opts)` / `brain:hideCloud()` / `brain:worldPosition(i)` — the instanced neuron cloud. - `brain:setParams(patch)`, `brain:setRunning(on)`, `brain:setTimeScale(x)`, `brain:reset()`, `brain:ready()`, `brain:destroy()`, `brain:describe()`. ## Usage ```luau local Brain = require("~.brain") -- from inside the package local brain = Brain.load(asset.resolve("fruitFly.maleCNS", "connectome"), { gain = 0.6 }) brain:watch("MN9", { types = { "MN9" } }) brain:stimulate({ types = { "claw_tpGRN" } }, 100) -- every frame: brain:update(dt) print(brain:rates().MN9) ``` A selection is `{ types?, typePrefix?, pattern?, classes?, superclasses?, sides?, excitatory?, indices?, limit? }`; every given key must hold. ## Notes - The network is silent until something is driven; a spike always traces back to a stimulus. - Every GPU buffer is named `brain.<id>.<name>`; `compute.observe()` lists them. `destroy` releases them all. - The kernels' `params` are per shader, so two networks on one engine share the model constants the last `applyParams` wrote.
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# Model Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh. **Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide. Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`. Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`. ```luau entity(id).component.add("Model", { model = "cube", material = "gold" }) entity(id).component.get("Model").material = "checkerboard" -- swap material entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5) entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2) ```
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# Default The neutral fallback surface — a plain white, non-metallic PBR material with mid roughness (`0.5`), sampling the built-in white texture. This is what an object renders as when no material is assigned. Built on `@builtin::shaders.pbr`. ## Inputs - `colors.base_color` — the flat tint (white by default). - `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — a neutral matte dielectric. - `textures.base_color_texture` — the built-in `default:white` texture.
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# lif_integrate The membrane step of the `brain` module's leaky integrate-and-fire network, one thread per neuron. It drains this step's slot of the fixed-point input ring into the neuron's synaptic conductance, advances the membrane by exponential Euler on `dv/dt = (vRest - v + g) / tauM` and `dg/dt = -g / tauSyn`, holds a refractory neuron at reset, draws the neuron's external Poisson event from its `stim` rate, and on a spike resets it, appends its index to this step's spike list, and bumps the total and its readout group's counter. Every neuron writes its activity trace, normalised membrane and spike flag into lane 0 of the visualisation buffer the neuron cloud draws from. `decayMem` and `decaySyn` are `exp(-dt / tau)` computed once by the module; the step index comes from the GPU clock so several steps can be queued in one frame with no CPU write between them.
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# lif_propagate The synaptic step of the `brain` module's network. Each workgroup takes one spike from this step's list, and its 64 threads stride that neuron's outgoing edge row, adding every connection's synapse count times `unitsPerSynapse` (signed by the presynaptic neuron's transmitter) into the fixed-point input ring at the slot `delaySteps` after the current step. A connection carrying fewer than `minSynapses` synapses is skipped, which is how the module applies the connection threshold whole-brain models are fitted with (five, in Shiu et al. 2024) without repacking the table. The module dispatches it with `maxSpikes` workgroups; a workgroup past this step's spike count returns at once. The sum is integer atomics, so the result is the same whatever order the threads land in.
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# lif_reset Puts the `brain` module's network at rest in one dispatch: every membrane at `vRest` with no synaptic conductance, refractory time or activity trace, every slot of the input ring empty, the visualisation lane dark, the spike list empty, every spike counter zero and the step clock at zero. The module runs it once after allocating a network and again on `brain:reset()`.
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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# lif_clear Closes one step of the `brain` module's network: empties the spike list the integrate kernel filled and the propagate kernel consumed, and advances the GPU step clock by one. The clock living on the GPU is what lets the module queue several steps in one frame, each reading its own ring slot, with no CPU write between dispatches.
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# neuron The surface of one neuron in the brain's instanced neuron cloud. It lights itself from the instance data the brain's integrate kernel writes each step (lane 0: activity trace, normalised membrane, spike flag) and the class colour the module writes once (lane 1): dim at rest, brighter as the membrane depolarises, flaring to full emission on a spike and fading with the trace. `rest_brightness`, `membrane_brightness` and `spike_brightness` set those three levels on the material.
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backing path · fruitFly.package/FruitFly.component

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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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