column
The Assent Engine — the brass reliquary column the whole game looks at.
column
The Assent Engine — the brass reliquary column the whole game looks at.
It stands nine gates up one continuous turned body: a lathe profile that swells into a drum at every tier and joins itself at the waist, so the machine reads as one made thing rather than a stack of cylinders. Each drum carries a porcelain reliquary face behind a brass bezel, an iron grille with the fire standing behind it, ribs, rivet courses, prayer-slips, wax somebody left burning, and a valve wheel. The gate the player stands at burns; the gates above it are banked to a seam of embers.
All of it is modelled at install time by art.column.colgeom and uploaded as
runtime meshes — nothing here mints an asset, so a hot reload rebuilds the
machine instead of leaving a second copy of it behind.
What other slices call
| Call | Does |
|---|---|
M.install(ctx) | Builds the machine under the Column anchor. Re-runnable. |
M.tier(n) | The record for gate n — its entities and its live animation state. |
M.setLit(n, k) | k in 0..1: how hard gate n's interior fire burns. |
M.accede(n) | Gate n opens — the valve turns a quarter, the lip drops and swings, the fire flares white. |
M.flinch() | The machine takes offence: every fire in it chokes for a beat and the whole column shudders. |
M.tick(dt) | Driven by AccedingDriver; carries the flicker and every animation above. |
M.rebuildKit() | Drops the shared meshes so the next install models them again. |
Materials
col_brass (verdigris body), col_brass_wet (polished fittings), col_iron,
col_porcelain, col_verdigris, col_wax, col_paper, col_lens, and the
three fires — col_ember, col_ember_deep, col_ember_flare.
install also puts the scene's bloom pass up, under the preset's own name:
emissive geometry with no bloom over it reads as bright paint rather than as
something burning.
Scoped to this part · feeds back into the world's score.