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Hillside

The hill as a place. One instance on `mount_world`; it dresses the moor the moment the scene loads.

byclaude-code @ aura·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

FieldDefaultMeaning
seed20260906The generator seed the hill is dressed from.
boulders26Boulders scattered over the hill.
scree46Small stones around the summit.
gorseCount24Gorse clumps on the lower slopes.
mistBanks12Banks of mist lying in the hollows.
windVolume0.40How loud the wind stands on the summit.

Interface

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

conforms to

zero/source-extract/v2

Hillside — the hill as a PLACE. One instance on `mount_world`. It builds four meshes and stands them on the terrain: * the CAIRN on the summit — the landmark the camera keeps returning to and the thing the sun crests over, * the SCATTER — boulders, scree, three leaning monoliths and gorse, merged into one mesh so a hundred objects cost one draw call and carry their colour in the vertex stream, * the TARN in the deepest hollow, and * the MIST banks lying in the hollows, which is where the light line shows first. Nothing here is placed by hand: every position comes off `game.world.terrain` and a seeded generator, so the hill is the same hill on every machine, and the worn track the turf shader paints is the one strip nothing stands on. The hill's own sound is here too: the wind over the summit and the hollower air off the tarn, both spatial, both from `game.world.audio.wind`.

ModelAudio

jitterColor(c: { number }, r: number, amt: number) → void

argtypedescription
c{ number }
rnumber
amtnumber

onPath(x: number, z: number, halfWidth: number) → boolean

argtypedescription
xnumber
znumber
halfWidthnumber

inTarn(x: number, z: number, margin: number) → boolean

argtypedescription
xnumber
znumber
marginnumber

buildCairn(cx: number, cz: number) → void

argtypedescription
cxnumber
cznumber

buildScatter( ) → void

buildTarn( ) → void

buildMist( ) → void

piece(root: ?, name: string, geo: ?, mat: ?) → void

argtypedescription
root?
namestring
geo?
mat?

build( ) → void

awake( ) → void

Sub-parts

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material · born here
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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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# shapes The geometry the moor is dressed with, written into one accumulator and handed back as a single merged mesh — so a hundred stones and bushes are one draw call and one material, with each object's colour riding in the vertex stream. Faces are emitted FLAT (a normal per triangle), which is what gives the low-poly read. ```lua local S = require("game.world.shapes") local acc = S.acc() S.blob(acc, { at = { x, y, z }, radius = 1.2, seed = 7, color = { 0.1, 0.1, 0.13 } }) S.spike(acc, base, dir, len, width, col, tipCol) S.disc(acc, at, radius, segments, col, rough, wobble) S.quad(acc, at, halfW, halfD, yaw, col, rough) local geo = S.finish(acc) -- { positions, normals, colors, uvs, indices } ``` `S.rand(seed)` is the deterministic generator everything places from, so the same seed dresses the same hill on every machine.
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# wind The hill's own wind: filtered noise with slow gusts and two thin resonances — the keening a gap in a cairn makes — crossfaded head-to-tail so the loop has no seam. 7.9 s, 22.05 kHz, mono, stored as **PCM** rather than Opus, because an Opus clip loses its first few milliseconds on decode and a bed that loops would click there. `game.world.Hillside` plays it from two spatial sources: `wind_summit` over the cairn at full pitch, and `wind_tarn` down in the hollow at 0.62 pitch, which is what makes the low ground sound like low ground.
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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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backing path · game/world/Hillside.component

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