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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d81c597-3…

column

The Assent Engine — the brass reliquary column the whole game looks at.

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

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

CallDoes
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.

Interface

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

conforms to

zero/source-extract/v2

SLICE: COLUMN — the Assent Engine itself. The hero asset. Twenty-nine metres of verdigris brass standing in the flooded crypt: one turned column whose profile swells into a drum at every one of the nine gates, so the machine reads as ONE lathe-turned body and not as a stack of cylinders. Each drum carries a porcelain reliquary face, an iron grille with the fire behind it, ribs, rivets, prayer-slips and a valve wheel; the gate the player stands at burns full and the gates above it are banked, which is what gives the column a live front and a dark future. The geometry 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 rather than accumulating copies of it. The four calls `rite` and `stagecraft` make: M.tier(n) the record for gate n M.setLit(n, k) 0..1, how hard gate n's interior fire burns M.accede(n) gate n opens — valve turns, lip drops, fire flares M.flinch() the whole machine takes offence and shudders

ModelLight

mat(pick: ?, fallback: ?) → void

argtypedescription
pick?
fallback?

angDist(a: number, b: number) → number

argtypedescription
anumber
bnumber

buildBody( ) → void

buildBase( ) → void

buildCrown( ) → void

buildLip( ) → void

buildBrass( ) → void

buildIron( ) → void

buildEmberBright( ) → void

buildEmberDeep( ) → void

buildFace( ) → void

The porcelain the machine keeps its face in: an oval, eyes shut, a nose ridge and two cheekbones. It is glazed and it is chipped, and it is the one thing on the machine that is not metal.

buildSlips(variant: number) → void

Prayer-slips pinned to the brass. Three arrangements, so nine gates do not read as nine copies of one gate.

argtypedescription
variantnumber

rnd(i: number) → number

argtypedescription
inumber

buildWax(variant: number) → void

Wax somebody left burning here a long time ago.

argtypedescription
variantnumber

rnd(i: number) → number

argtypedescription
inumber

buildValve( ) → void

buildStuds(n: number) → void

The gate's number, told in wax-sealed studs across the front of its lip.

argtypedescription
nnumber

buildPipes( ) → void

rebuildKit( ) → void

Drop the shared meshes so the next install models them again — the hook the geometry pass is iterated through while the engine keeps running.

buildKit( ) → void

model(parent: any, name: string, mesh: any, material: any) → any

argtypedescription
parentany
namestring
meshany
materialany

install(ctx: ?) → void

argtypedescription
ctx?

tier(n: number) → void

argtypedescription
nnumber

setLit(n: number, k: number) → void

0..1, how hard gate n burns. The gate the player stands at burns full; the ones above it are banked to a seam of embers.

argtypedescription
nnumber
knumber

accede(n: number) → void

Gate n opens: the valve turns a quarter, the lip drops onto its stops, and the fire behind the grille flares up through the whole face.

argtypedescription
nnumber

flinch( ) → void

The machine takes offence: it shudders, and every fire in it drops.

tick(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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# acceding <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# colgeom The geometry the Assent Engine is built out of. A small modelling kit that writes into one accumulator and comes back as a runtime `MeshHandle`, so a slice can build real modelled shapes at install time without minting a mesh asset. Consumed by `column`. ## The kit | Call | Makes | |---|---| | `G.new()` / `G.upload(m)` / `G.stats(m)` | An accumulator, its GPU mesh, and its vertex/triangle counts. | | `G.v` / `G.tri` / `G.quad` | The primitives everything else is written in. | | `G.frame(px,py,pz, rx,ry,rz)` | A placement frame; euler in RADIANS, applied `Ry * Rx * Rz`. | | `G.onRing(theta, rad, y, lift)` | A frame standing on the outside of a cylinder, local `+Z` pointing radially out. | | `G.at(f, dx,dy,dz)` | The same orientation, moved in that frame's own axes. | | `G.box` / `G.sphere` / `G.cyl` / `G.torus` / `G.torusE` | Solids, placed by a frame. `torusE` is the elliptical one an oval bezel needs. | | `G.lathe(pts, seg, vScale, yOff)` | A surface of revolution about `+Y`. A profile point marked `hard` gets its own ring, so a machined step reads as a step. | | `G.arcBand(rad, y0, y1, a0, a1)` | A band of a cylinder wall — the glow behind a grille. | | `G.arcRail(rad, y, a0, a1, count, w, h, d, lift)` | A curved rail made of short boxes, because a straight chord at this radius sinks into the surface. | | `G.dome(f, rx, ry, rz)` | A half-ellipsoid bulging along the frame's local `+Z` — the reliquary face. | ## Winding A triangle's front face is the one whose vertices turn counter-clockwise as the viewer sees them, and the engine warns on load when a mesh's winding disagrees with the normals it carries. Read that warning: it is what catches an inverted dome or a cylinder drawn from the inside before anybody looks at a picture.
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backing path · column.module

Problems

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