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vigil

Slice 2 of **Sexton's Bell**: the interior, the mechanism and the figures. Registered by `demo.FilmDirector` at `order = 20`, sentinel entity `Vigil`.

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

demo.vigil

Slice 2 of Sexton's Bell: the interior, the mechanism and the figures. Registered by demo.FilmDirector at order = 20, sentinel entity Vigil.

What it stands up

The waiting mortuary attached to the chapel's east side — a vaulted ragstone chamber 8.0 m by 5.2 m, springing at 2.60 m and crowning at 5.90 m under a two-centred barrel vault on nine limestone ribs, with an encaustic tiled floor, a dado and plinth, a coke stove and its flue, two gas brackets, a bench, the keeper's table and ledger, and the traceried east window — three lancets of ruby, cobalt, amber and pale glass, the only saturated colour in the film.

And the hero mechanism: eleven cast-iron biers in a row 0.68 m apart, each with a sheeted body, the hands folded on the chest; an overhead iron rail at 2.35 m; eleven brass bells hanging from it on their own pivots; and eleven hemp cords running from eleven index fingers up to eleven bells.

Also the sexton — coat, hat, boots, a walk — his paraffin lantern, the mortuary door, and the line of wet footprints that shot 13 watches appear.

Shared names it publishes

Bell7, Bier7, MortuaryDoor, Lantern — the four film.NAMES entries this slice owns. Everything else it makes is prefixed Vg_.

What moves, and when

twhat
0 → 24the sexton walks the avenue and comes in at the door
21.4 → 23.6the door is hauled open, and buffets on its hinge after
26 → 33he walks the line; at 31.4 he hangs the lantern on the rail
all of iteleven bells rock out of phase on film.wind, eleven cords sway, eleven sheet corners lift
40.8 → 41.3cord seven goes taut, finger seven closes, bell seven rings
44.1 → 44.8it is pulled a second time
46 → 58.4bell seven rings on alone
47.6 → 48.9the sexton turns toward it
55 → 58.4the gas hunts and dies (film.gas)
58.40the strike: bier seven empties, its cord is cut and swings from the bell, the sheet is on the floor
57.5 → 76water comes in under the door and spreads across the tiles
58.6the sexton is not in the room any more
68 → 77the lantern is outside on the wet stone, rolling to a stop against the step
79.5 → 86.8thirty-four wet footprints form one after another, out of the door and away up the avenue
88 → 94the door swings most of the way shut on its own

update(t) is a pure function of t — every angle above is computed from t alone through film.rand / film.noise, so seek(t) paints the same frame every time.

Assets

Meshes and materials live under /zero/source/demo/vigil/, generated with @builtin::modules.proc: the bell is a revolved profile solidified to a 0.0055 m wall; the sheeted body, the hands, the sexton's coat and the boot sole are smooth-union SDFs contoured at 104–128; the vault and its ribs are a pointed-arch curve swept along the room and solidified. They are durable world content, not generated at build time: build() checks that every one of them resolves and names in the log any that do not, then spawns the room. It is idempotent and guarded on the sentinel entity, never on a module-local flag — Luau module state survives an edit/play flip and the entities do not.

Interface

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

conforms to

zero/source-extract/v2

demo.vigil — SLICE 2 of "Sexton's Bell": the interior, the mechanism, the figures. The waiting mortuary attached to the chapel: vaulted room, tiled floor, coke stove, two gas mantles as geometry, the east stained-glass window — and the HERO MECHANISM: eleven cast-iron biers with sheeted bodies, an overhead rail, eleven brass bells and eleven cords running from eleven fingers, articulated and swinging out of phase. Bell seven begins to ring from t = 41; bier seven is empty from the strike at t = 58.40 and its cut cord swings after. Also the sexton and his lantern, and the footprints of shot 13. Publishes `Bell7`, `Bier7`, `MortuaryDoor`, `Lantern` (film.NAMES). Serves shots 5, 6, 7, 8, 10, 11, 12, 13. Owns /zero/source/demo/vigil.module/** and /zero/source/demo/vigil/**. update(t) is a PURE function of t: every angle, position and emissive value below is computed from t alone, so seek(t) paints the same frame every time.

Model

bierX(i: ?) → void

argtypedescription
i?

mesh(n: ?) → void

Assets — meshes and materials live under /zero/source/demo/vigil/.

argtypedescription
n?

mat(n: ?) → void

argtypedescription
n?

put(name: ?, model: ?, material: ?, pos: ?, scale: ?, euler: ?, parent: ?) → void

argtypedescription
name?
model?
material?
pos?
scale?
euler?
parent?

slab(name: ?, material: ?, cx: ?, cy: ?, cz: ?, sx: ?, sy: ?, sz: ?, euler: ?) → void

A ragstone/limestone box given by its own centre and full size.

argtypedescription
name?
material?
cx?
cy?
cz?
sx?
sy?
sz?
euler?

bar(name: ?, material: ?, cx: ?, cy: ?, cz: ?, r: ?, h: ?, euler: ?) → void

argtypedescription
name?
material?
cx?
cy?
cz?
r?
h?
euler?

buildShell( ) → void

build()

buildMechanism( ) → void

buildFigures( ) → void

resolveLiveMaterials( ) → void

build( ) → void

get(name: ?) → void

The live index — proxies are re-resolved whenever the sentinel dies.

argtypedescription
name?

ensureIndex( ) → void

ramp01(t: ?, a: ?, b: ?) → void

Motion — every value a pure function of t

argtypedescription
t?
a?
b?

draught(t: ?) → void

How hard the air in the room is moving: still while the door is shut, then the wind of the vale straight through it.

argtypedescription
t?

ringAmp(t: ?) → void

Bell seven's swing amplitude in degrees, and the phase it swings on.

argtypedescription
t?

pull(t: ?) → void

The tension in cord seven: 1 is bar-taut, 0 is hanging slack.

argtypedescription
t?

setSeg(e: ?, ax: ?, ay: ?, az: ?, bx: ?, by: ?, bz: ?, r: ?) → void

argtypedescription
e?
ax?
ay?
az?
bx?
by?
bz?
r?

sextonAt(t: ?) → void

argtypedescription
t?

setEmissive(key: ?, m: ?, level: ?) → void

argtypedescription
key?
m?
level?

update(t: ?) → void

update(t)

argtypedescription
t?

slice( ) → void

The slice descriptor the FilmDirector registers.

⌬ Metadata
descriptionSexton's Bell demo slice: vigil.

Sub-parts

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# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
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backing path · demo/vigil.module

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