Temple
The stepped temple of Almaqah at Marib, dressed. Mounted by the scene entrypoint on `mount_temple` as `game.temple.Temple`.
Temple
The stepped temple of Almaqah at Marib, dressed. Mounted by the scene
entrypoint on mount_temple as game.temple.Temple.
It does two things and touches no collider doing either:
Re-skins the blockout in place. Every terrace, step, brazier, peak, the
altar and the plain is given one of the slice's materials, so the geometry the
runner collides with is exactly the geometry the plan phase placed. The seven
terraces each state their own carved inscription band through instance-data
lane 0 — vec4(band_center_world_y, band_height, glyph_seed, 1) — which is how
one sabaean_stone material carries seven bands at seven altitudes.
Dresses everything else under one temporary root. temple_dressing holds
the cornices and plinths that give the mass a profile, the pilasters that stop
a 30 m terrace face reading as one slab, corner pylons, the horned altar, the
paved processional way and its stele avenue, and the plain — palms, incense
trees, rubble and the dam wall of Marib on the horizon. The root is temporary
and rebuilt from scratch on every awake, so a hot reload leaves exactly one of
it. Nothing scattered stands in the corridor the runner starts in.
The braziers are scene entities, so their dressing hangs off one temporary
brazier_dress child each: the bowl, the rim, the coals, the hot core and the
flame emitter. onDestroy takes it back off and shows the scene's own fire
sphere again.
Fields
| Field | Meaning |
|---|---|
dressPlain | palms, incense trees, rubble and the dam wall |
fire | brazier flame and the altar's incense plume |
flicker | how hard the braziers breathe, 0..1 |
What it listens to
altar — the altar's coals stop being cold when the flame arrives.
Scoped to this part · feeds back into the world's score.