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Dawn

The hour over the hill, pushed at the scene every frame. One instance on `mount_world`. It reads `Core.state.dawn` and hands the sun, the ambient, the sky, the height fog, the turf, the props, the tarn and the mist the look the ramp in `game.vendor.dawn` gives for it.

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

Dawn

The hour over the hill, pushed at the scene every frame. One instance on mount_world. It reads Core.state.dawn and hands the sun, the ambient, the sky, the height fog, the turf, the props, the tarn and the mist the look the ramp in game.vendor.dawn gives for it.

Two things it owns beyond the push:

  • The sky. The scene opens on a ProceduralSky, which derives the sun's azimuth from timeOfDay and puts sunrise at world +X with no field to turn it. The hill rises along +Z, so Dawn disables it and points a Skybox at game.world.moor_sky, which aims every warm thing in the sky at the directional light's own vector — state the sun over the summit and the dawn is over the summit.
  • The light line. Core.lightZ() is where the sunlight has walked down to. Pushing that number into the turf, prop, mist and tarn materials is what makes the line visible on the ground rather than only true in the rules.

The hour is restated on a slow heartbeat as well as on every change, because a material that re-registers comes back holding its declared defaults.

Fields

FieldDefaultMeaning
skyEntityskyEntity carrying the scene's sky.
sunEntitysunEntity carrying the directional Light.
ambientEntityambientEntity carrying the ambient Light.

Interface

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

conforms to

zero/source-extract/v2

Dawn — the hour over the hill, pushed at the scene every frame. One instance on `mount_world`. Reads `Core.state.dawn` and hands the sun, the ambient, the sky, the fog and the turf the look the ramp in `game.vendor.dawn` gives it. Two things this component owns beyond the push: * **The sky.** The scene opens on a `ProceduralSky`, which derives the sun's azimuth from its `timeOfDay` and puts sunrise at +X with no field to turn it. The hill rises along +Z, so the sky is swapped for `game.world.moor_sky`, a sky-domain material that aims every warm thing in it at the directional light's own vector — state the sun over the summit and the dawn is over the summit. * **The light line.** `Core.lightZ()` is where the sunlight has walked down to; the turf shader draws the burning edge there and holds everything below it in night. Pushing that number is what makes the line visible on the ground rather than only true in the rules.

Skybox

ensureSky( ) → void

Swap the scene's ProceduralSky for the moor sky, once, and leave it swapped.

pushSky(look: ?) → void

argtypedescription
look?

pushTurf(look: ?, lightZ: number) → void

argtypedescription
look?
lightZnumber

pushProps(look: ?, lightZ: number) → void

Everything standing on the hill crosses the same line the turf does: the stones, the cairn and the gorse take the hour from here too.

argtypedescription
look?
lightZnumber

pushTarn(look: ?, lightZ: number) → void

The tarn gives back whatever the sky is doing, so the sky's own horizon colour is what it reflects.

argtypedescription
look?
lightZnumber

pushMist(look: ?, lightZ: number) → void

The mist is where the line shows first, so it takes the hour and the line with the same numbers and its own body from the ramp.

argtypedescription
look?
lightZnumber

push(t: number) → void

argtypedescription
tnumber

awake( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(_dt: ?) → void

argtypedescription
_dt?

editorUpdate(_dt: ?) → void

argtypedescription
_dt?

Sub-parts

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# core <!-- 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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# terrain The shape of the hill, and the one source of truth for it. A moor is not a dome: it has a shelf the track climbs onto, hollows where the mist gathers, and a spur of higher ground the light catches early. This module states that shape and registers it with `Core.setGroundFn` — requiring the module IS the registration, so anything that has asked for the terrain has already told `game.core` about it. `game.world.hill.mesh` is baked from `T.height`, and `game.world.Hillside` requires this module before it places a single stone. ```lua local T = require("game.world.terrain") T.height(x, z) -- metres above the datum; the same number Core.ground gives T.slope(x, z) -- 0 flat .. 1 near-vertical T.pathOffset(z) -- where the worn track crosses at this z T.PATH -- the two harmonics the track walks (the turf shader's path_params) T.HOLLOWS -- the bowls the mist pools in T.TARN, T.tarnLevel() ```
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# dawn The hour the hill climbs through, written as a ramp. `M.at(t)` reads the whole environment off ONE axis — `t = Core.state.dawn`, 0 in the deep of the night and 1 at first light — and hands back the sun, the ambient, the sky, the height fog, the mist, and the two numbers the turf shader wants. Five keys, and the reading between them is a straight interpolation on a smoothstepped `t`, so a key reads as a held moment rather than a corner. Retuned for FIRST LIGHT off the caldera ramp it came from. Three things changed and they are all the same change: - **The sun crests the SUMMIT.** The hill rises along +Z, so the sun stands at +Z and its light travels toward −Z. `game.world.moor_sky` aims every warm thing in the sky at the directional light's own vector, so stating the sun here puts the glow, the horizon band and the disc over the cairn with it. - **The sun's elevation is the clock.** It climbs from 15 degrees under the horizon to 14 over it, and the summit stands about 11 degrees above the player at the foot — so the disc clears the cairn in the last tenth of the round and the crest IS the ending. - **The palette is turf and mist**, not lava: cold blues and violets the whole way, one warm colour arriving late, and the fog pooled low enough to sit in the hollows while the summit stands clear of it. `M.keys()` hands back the keys themselves, for anything that wants to render the ramp rather than climb through it.
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backing path · game/world/Dawn.component

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