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asset⌬ modulemoduleprimary: init.luau·originates fromworld 2694c9d2-c…

deck

The cloud deck: the white floor at y = -140 that fills the valley from horizon to horizon and reads as ground. 76 tiles of five sizes carrying ONE continuous displaced field, so the deck under the camera is metres-fine and the deck at the horizon is cheap. This is the surface `or…

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

ridge.deck

The cloud deck: the white floor at y = -140 that fills the valley from horizon to horizon and reads as ground. 76 tiles of five sizes carrying ONE continuous displaced field, so the deck under the camera is metres-fine and the deck at the horizon is cheap. This is the surface ordnance tears.

Exports

  • Deck.build(root) / Deck.pump(n) / Deck.isBuilt() — build a handful of tiles a frame.
  • Deck.tear(i, x, z, radius, heat) — open one hole, i in 1..MAX_HOLES.
  • Deck.setHoles(list) — set the whole set at once; each record is { x, z, radius, heat } or { x, z, radius, heat } positionally.
  • Deck.close(i) / Deck.holes() — take one out / read them back.
  • Deck.setUnderglow(v) — a wash of orange across the whole deck.
  • Deck.tick(t, dt) — pushes film time, Film.ruin and each tile's three nearest holes onto its instance-data lanes.

Notes

  • Every tile mesh carries WORLD xz and its entity stands at (0, DECK_Y, 0), so object space IS world space and the field runs across all 76 tiles with no seam.
  • A tile's skirt is sized to the crack it exists to hide — about three quarters of its own cell. A fixed skirt deep enough for the coarsest ring is a wall standing at every tile edge, invisible from above and the whole picture from a camera at the deck's own level.
  • The material blends as cutout with cull: none: the cutout is what makes a hole a hole, and no culling is what lets shot 7 see the deck's underside.

Interface

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

conforms to

zero/source-extract/v2

ffe.ridge.deck — THE CLOUD DECK. The white floor at y = -140 that fills the valley from horizon to horizon and reads as ground: the first thing the film shows and the last thing it shows, and the surface the whole arc happens to. It is one continuous displaced field of cumulus tops carried on 64 tiles of five sizes, so the deck under the camera is metres-fine and the deck at the horizon is cheap. Every tile mesh carries WORLD xz coordinates and its entity stands at (0, DECK_Y, 0), so object space IS world space and the displacement field in `ffe_deck.shader` runs across all 64 tiles without a seam. Each tile's border drops a skirt so the LOD change between rings cannot show a crack. WHAT `ordnance` DRIVES (this is the tearing surface it owns): Deck.setHoles({ { x, z, radius, heat }, ... }) up to DECK_HOLES records Deck.tear(i, x, z, radius, heat) one hole, by index Deck.close(i) take one back out Deck.holes() read the live set back Deck.setUnderglow(v) the wash of orange on the whole deck A hole is (world x, world z, radius in metres, heat 0..n). The three holes nearest a tile reach its shader on lanes 0,1,2; lane 3 carries film time and Film.ruin so the fire pulses on the film's own clock.

skirtFor(size: number, n: number) → number

Geometry One tile of deck, in WORLD xz, base plane at object y = 0, with a skirt around its border deep enough to hide any crack against a coarser neighbour. A tile's skirt only has to cover the crack against a COARSER neighbour, and that crack is bounded by how much the deck can move across one of the neighbour's cells. A fixed 110 m skirt covers every case and is a 110 m wall standing at every tile edge — invisible from above, and from a camera at the deck's own level it is the picture.

argtypedescription
sizenumber
nnumber

tileGeometry(cx: number, cz: number, size: number, n: number) → void

argtypedescription
cxnumber
cznumber
sizenumber
nnumber

spawnTile(root: any, index: number, cx: number, cz: number, size: number, seg: number) → void

Build

argtypedescription
rootany
indexnumber
cxnumber
cznumber
sizenumber
segnumber

build(root: any) → void

argtypedescription
rootany

pump(n: number) → void

Meshing 76 tiles is 76 mesh uploads; a frame's script budget is one second. So the deck arrives a handful of tiles a frame, driven from `tick`.

argtypedescription
nnumber

isBuilt( ) → boolean

setHoles(list: { any }) → void

The tearing surface — what `ordnance` drives

argtypedescription
list{ any }

tear(i: number, x: number, z: number, radius: number, heat: number?) → void

argtypedescription
inumber
xnumber
znumber
radiusnumber
heatnumber?

close(i: number) → void

argtypedescription
inumber

holes( ) → void

setUnderglow(v: number) → void

argtypedescription
vnumber

tileCount( ) → number

heightAt(x: number, z: number) → number

The world Y of the deck's top surface over a point, near enough for anything that wants to sit on it or rise out of it.

argtypedescription
xnumber
znumber

assignHoles(tile: any) → void

Drive The three holes nearest this tile, by how far the tile is outside their rim.

argtypedescription
tileany

tick(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

reset( ) → 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.

7items
▣
module · born here
❒asset
# film One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.film") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · ffe/ridge/deck.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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