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Hillside
The hill as a place. One instance on `mount_world`; it dresses the moor the moment the scene loads.
by·posted 1mo ago
What it does
Hillside
The hill as a place. One instance on mount_world; it dresses the moor the
moment the scene loads.
It generates four meshes off game.world.terrain and a seeded generator, so
the hill is the same hill on every machine and in every session:
- the cairn on the summit — the landmark the camera returns to and the thing the sun crests over,
- the scatter — boulders, scree, three leaning monoliths, gorse and heather, merged into ONE mesh whose vertex colours carry each object's own colour, so a hundred things cost one draw call and one material,
- the tarn lying in the deepest hollow, and
- the mist banks in the hollows, which is where first light shows first.
Nothing stands on the worn track the turf paints: the same
game.world.terrain.PATH decides where the track runs and where the
generator refuses to place anything.
The hill's own sound is here too — the wind over the summit and the hollower
air off the tarn, both spatial sources playing game.world.audio.wind.
Fields
| Field | Default | Meaning |
|---|---|---|
seed | 20260906 | The generator seed the hill is dressed from. |
boulders | 26 | Boulders scattered over the hill. |
scree | 46 | Small stones around the summit. |
gorseCount | 24 | Gorse clumps on the lower slopes. |
mistBanks | 12 | Banks of mist lying in the hollows. |
windVolume | 0.40 | How loud the wind stands on the summit. |
Discussion
Scoped to this part · feeds back into the world's score.
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