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asset⌬ componentcomponentprimary: init.luau·originates fromworld ef9119eb-c…

Floor

The forest floor of *First Light: Goura* — the place the run crosses. Mounted once, on `mount_floor`.

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

Floor

The forest floor of First Light: Goura — the place the run crosses. Mounted once, on mount_floor.

It lays out 120 metres of New Guinea rainforest floor as a lane along world -Z and builds every piece of it at runtime, under one root entity (floor_root) it owns and despawns.

What it builds

PieceWhat it is
groundeleven chunks of grid displaced by a height field, painted per-vertex: darker in the cover pools, warmer down the worn trail, buried in shadow where it is low. The lane lies in a shallow hollow; the floor climbs away to the sides and, past the roost, into the ridge the flock's calls come down from.
gate trunkssparse buttressed trunks close in on alternating sides, entering frame at its edges as she passes
trunk ranksthe forest behind them, in three bands per side, standing only outside a funnel that opens toward the roost — an evenly dense rainforest is a wall at twenty metres and the destination would never be seen
canopymasses of foliage the trunks disappear into, with a corridor of open sky left over the lane. This is why the floor is dark and why the first light arrives down one strip of sky.
cover poolsa fallen log, a buttress root arch, or a bank of fern beds — with the floor darkened under it, moss on the rise beside it, and litter drifted against it
undergrowthferns, saplings, moss and litter on the banks, pushed out of the lane so it stays walkable
lane driftleaf fall down the lane itself, which is the floor she actually crosses
the roost treea 62 m buttressed trunk, ten root arches, nine limbs carrying a crown of sixty-four foliage masses between 34 and 66 metres up

What it publishes

FL.provide("cover", { spots }) — { x, z, r } per pool. The pools are the positions the objects were placed at, so what the eagle reads and what the player sees are one thing. The dawn slice shrinks them as the light rises.

The crown's gold

The roost crown catches the first light before the floor does. Each of the 64 crown masses carries its own exposure — how open it is to a low sun from screen-right and from above — and the component writes colour and strength into instance-data lane 2 as dawn.light() rises. fl_frond and fl_surface both read that lane as emissive, so one material serves every mass and each catches the light at its own strength. Nothing else in the scene is touched.

How it is built

Geometry comes from game.floor.flora as a small set of PROTOTYPE meshes, each worn by many entities. What keeps two copies of one trunk from being the same trunk is that fl_surface and fl_frond read their noise in WORLD space: the same mesh standing somewhere else shades differently, for free.

Everything is spawned temporary = true under floor_root, the root is re-derived from the world every frame (an edit/play flip can restore the component without the entities it built), and the prototype GPU meshes are released on rebuild and on destroy.

Fields

FieldDefaultMeans
coverSpacing9.0metres along the lane between cover pools
coverRadius2.8metres a cover pool reaches in the dark
trunkSpacing7.0metres between the rows of trunks closing the lane's sides
density1.0multiplier on how much scattered undergrowth is placed
goldStrength1.35how brightly the roost crown catches the first light

Materials

mat_ground, mat_bark, mat_deadwood, mat_moss on fl_surface; mat_fern, mat_litter, mat_canopy on fl_frond. All seven live beside this component.

Interface

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

conforms to

zero/source-extract/v2

Floor — the forest floor the run crosses. Mounted once on `mount_floor`. Lays out 120 metres of New Guinea rainforest floor as a lane along world -Z: the ground it is walked on, the buttressed trunk columns that close its sides and go up out of frame, the fallen logs and buttress roots and fern beds that make the cover pools, the leaf litter and moss between them, and at the far end the one enormous roost tree whose crown catches the first gold. The cover pools are AUTHORED OBJECTS, not discs painted on the ground: each one is a log, a root arch or a fern bed, with the floor darkened under it and litter drifted against it. Those same positions are published as `FL.provide("cover", { spots })`, so what the eagle reads and what the player sees are one thing. Everything is built from `game.floor.flora` as a small set of PROTOTYPE meshes, each worn by many entities. What keeps two copies of one trunk from being the same trunk is that `fl_surface` and `fl_frond` read their noise in WORLD space: the same geometry standing somewhere else shades differently.

Model

clearGold( ) → void

Hand back every instance-data block this component wrote, so a rebuild or a hot reload does not leave a lane set on an entity nothing owns any more.

lattice(i: number, j: number) → number

Fields the whole lane is shaped and painted by

argtypedescription
inumber
jnumber

noise2(x: number, z: number) → number

argtypedescription
xnumber
znumber

fbm2(x: number, z: number) → number

argtypedescription
xnumber
znumber

heightAt(x: number, z: number) → number

The floor's height. The lane itself is a shallow, nearly flat trough — a trail worn through the leaf mould — and the banks rise into real relief on either side so the lane reads as a corridor from the camera.

argtypedescription
xnumber
znumber

coverAt(x: number, z: number) → number

How deep in cover a point on the floor is, from the authored pools alone.

argtypedescription
xnumber
znumber

groundColor(x: number, z: number, y: number) → void

The floor's painted variation: cool damp mould in the pools, warmer worn duff down the trail, green where the banks catch moss.

argtypedescription
xnumber
znumber
ynumber

mesh(geo: any) → any

Prototype meshes

argtypedescription
geoany

releaseMeshes( ) → void

Hand every prototype's GPU mesh back. A rebuild makes fresh ones, so without this a hot reload would leave the old set resident.

trunkGeo(seed: number, height: number, radius: number, fins: number) → any

A buttressed rainforest trunk: fluted, leaning slightly, flaring into buttress fins at the base and going up out of frame.

argtypedescription
seednumber
heightnumber
radiusnumber
finsnumber

radiusAt(_i: number, a: number, t: number) → void

argtypedescription
_inumber
anumber
tnumber

logGeo(seed: number, length: number, radius: number) → any

A fallen log: bent, tapering, bark-ridged, lying along local +Z.

argtypedescription
seednumber
lengthnumber
radiusnumber

rootArchGeo(seed: number, reach: number, rise: number, radius: number) → any

A buttress root: an arc out of the ground and back into it, the thing a bird can get under.

argtypedescription
seednumber
reachnumber
risenumber
radiusnumber

buildPrototypes( ) → void

radiusAt(_i: number, a: number, t: number) → void

argtypedescription
_inumber
anumber
tnumber

place(name: string, meshHandle: any, mat: any, p: { number }, s: { number }, rot: { number }?) → any

Placing it

argtypedescription
namestring
meshHandleany
matany
p{ number }
s{ number }
rot{ number }?

yawQuat(a: number) → void

argtypedescription
anumber

planCover( ) → void

buildGround( ) → void

clearance(z: number) → number

How far out a trunk has to stand at this z to leave the view down the lane open. The forest closes in near the camera and funnels away toward the roost, which is what makes the roost tree visible from the lane's start at all: a rainforest of even density is a wall at twenty metres.

argtypedescription
znumber

buildTrunkColumns( ) → void

buildCanopy( ) → void

The canopy the trunks disappear into, and the gap in it that makes the lane a lane. A rainforest floor is dark because something is over it; without this the trunk columns simply end in mid-air and read as poles. The masses stop short of the lane's own corridor, so the strip of sky the first light arrives through runs straight up the screen to the roost tree.

buildCover( ) → void

The cover pools, as things: a fallen log, a buttress root arch, or a fern bed — each with the floor darkened under it and litter drifted against it.

buildUndergrowth( ) → void

Everything between the pools: ferns and saplings on the banks, litter drifts down the trail, moss on the rises.

buildLaneDrift( ) → void

Leaf fall drifted down the lane itself. The undergrowth pass is pushed out to the banks so the lane stays walkable, so the floor she actually crosses gets its own scatter: litter, a few dry fronds, the odd fallen twig.

buildRoost( ) → void

The roost tree: the landmark the whole run is aimed at. Big enough to read from the lane's start, and the only thing in the scene whose crown is up in the sky where the first light arrives before it reaches the floor.

build( ) → void

awake( ) → void

ensure( ) → void

The root is re-derived from the world every frame: an edit/play flip can restore this component without the temporary entities it built.

driveGold( ) → void

The crown catches the first gold before the floor does. Instance lane 2 is the per-entity channel `fl_frond` and `fl_surface` read it from, so one material serves all 46 masses and each catches the light at its own strength.

update(_dt: number) → void

argtypedescription
_dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionThe forest floor of the run: 120 metres of lane laid out as ground, buttressed trunk columns, a canopy with a corridor of sky open over the lane, authored cover pools (log, root arch, fern bed) published as cover.spots, and the roost tree whose crown catches the first gold.

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# fl <!-- 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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# game.floor.flora The geometry the forest floor of *First Light: Goura* is made of. ```luau local Flora = require("game.floor.flora") ``` Every generator returns a `Geo` — flat `positions` / `normals` / `uvs` / `colors` / `indices` arrays in the shape `renderer.mesh.create` takes — in LOCAL space. `Flora.append(dst, src, xform)` copies one into another, transformed, which is how a frond becomes a fern and a fern becomes a bed. ## The two channels that carry what the silhouette does not - **Vertex colour RGB** multiplies the albedo. `fl_surface` and `fl_frond` both read it, so a trunk can darken toward its base and a log bleach along its top with no texture and no second material. - **Vertex ALPHA** is sway freedom on foliage — 1 at a free tip, 0 where the leaf is rooted — and ambient occlusion everywhere else, so a fern's crown sits in its own shadow. ## UVs `u` runs ACROSS a blade (0 at the spine, 1 at an edge) and `v` along it, which is what `fl_frond` reads to darken a midrib and pale an edge. On a swept tube, `u` goes round and `v` along the axis. ## What is here | Call | Makes | |---|---| | `new` / `count` / `tris` / `append` | the geometry container and the merge | | `vert` / `tri` / `quad` / `basis` | the primitives the generators are written with | | `mixColor` / `shade` / `rand` | colour and the deterministic hash everything scatters with | | `pathFrom(steps, at)` | a swept path's nodes, tangents worked out from the curve | | `tube(nodes, opts)` | trunks, logs, buttress roots, stems — with ridges (`lobes`), twist, caps, and an arbitrary `radiusAt` for a buttress flare | | `blade(opts)` | one leaf: folded, drooping, tapering, along local +Z | | `frond(opts)` | a pinnate frond — a drooping stem with paired leaflets | | `fernBed(opts)` | a whole fern: fronds radiating from one crown | | `tuft(opts)` | blades radiating from a point around local +Y — a grass clump, a sapling's crown, one mass of canopy | | `litter(opts)` | fallen leaves lying flat on the floor at every angle | | `blob(opts)` | a lumpy mass — a moss mound, a bank | | `ground(opts)` | a grid displaced by a height field, painted by a colour field, with normals taken from the field itself | ## Determinism `Flora.rand(n)` is the only randomness. Every generator takes a `seed` and threads it, so the same lane is laid out identically on every peer, after every hot reload, and on both sides of an edit/play flip. ## Instancing Nothing here merges a whole lane into one mesh. A handful of prototypes are built once and each is worn by many entities, which is what lets the world-space noise in `fl_surface` / `fl_frond` do the differentiating: two copies of one trunk mesh standing in different places shade differently because the noise is read in world space, not in UV space.
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backing path · game/floor/Floor.component

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