sillage_atelier
The room the whole game happens in, and the light in it.
sillage_atelier
The room the whole game happens in, and the light in it.
A perfumer's atelier in Grasse: lime plaster over stone, a terracotta tomette floor, oiled walnut joinery, a marble bench, beams overhead, and a tall louvred window in the left wall that is the only way daylight gets in. The frame is 3:4, so the room is built upward — a 3.6 m ceiling on exposed beams, a window that reaches for it, and a dado line to give the tall walls a horizon.
The light is one source. A hard warm key rakes in through the shutters along
Core.lightTravel; the slats cut it into stripes that fall across the floor
and the far wall; the air between carries a set of visible shafts with dust
hanging in them. Everything else is bounce — a warm return off the lit floor, a
cool one off the marble, and a very low fill so the corners read as dark rather
than empty.
What it puts in the world
Everything is spawned under the slice root sil_atelier by build(root):
the shell and its joinery, the window with its two louvred leaves and the
morning standing behind them, the marble bench, the door, the peg rail of
drying lavender, one directional key, five unshadowed bounce lights, fifteen
shafts of lit air, and sixty motes of dust in them.
It also puts a bloom, a vignette and a warm colorGrade on the frame if
nothing else has — the window is the brightest thing in the game and it wants
to bloom. Those are the scene's look rather than this slice's property, so
they are left standing when the slice is rebuilt.
What other slices can use
Atelier.materials | the material identity for each surface of the room — walnut, marble, stone, copper, plaster, shutter, tomette — so a prop another slice builds can be made of the same stuff as the room it stands in |
Atelier.setHour(k) | 0 is the morning the game opens on, 1 the evening it ends on. Warms and lowers the key, thickens and reddens the air, dims the daylight behind the shutters. Staging calls this. |
Atelier.hour() | where that stands now |
The two assets it owns
atelier_surface.shader is the one surface the room is built out of: a
pattern int selects lime plaster, fired floor tomettes, marble, oiled walnut,
copper and brass, or flat, and the rest of the properties tune it. The pattern
is evaluated in world space and projected per face, so nothing needs UVs and a
box stretched to the size of a wall keeps the grain of one the size of a sill.
atelier_beam.shader is the lit air in a shaft of sun. It shades the thin
boxes generated one per gap between the slats, taking its coordinates from
world space against the window plane the material names — so every shaft in
the room shares one material however long it is or wherever it ends.
Scoped to this part · feeds back into the world's score.