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asset⌬ modulemoduleprimary: init.luau·originates fromworld db2c16ac-a…

asc_particles

Controls the two particle systems: the warm motes that rise out of the dark valley and climb with the camera, and the haze banks that separate the ridge lines.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

asc_particles — ASCENSION: rising motes and valley mist

Controls the two particle systems: the warm motes that rise out of the dark valley and climb with the camera, and the haze banks that separate the ridge lines.

Owns

  • motes — 600 additive particles, warm → magenta, created and destroyed here.
  • mist — 120 alpha sprites, emitted once at build and never re-originated.
  • MOTE_Y / MOTE_RATE — the curves that carry the motes up with the ascent.
  • MAX_STEP and the only :update() call on either system.

Reads from the orchestrator

Nothing but ctx, t and dt. This aspect is fully independent — it neither consumes the sun signal nor the camera, which is why it runs last.

Boundaries

  • Stepping a system twice in one frame doubles its effective rate. This module owns both handles and both steps; no other aspect may call :update on them.
  • Renderer indirect budget: every particle is one instance and the cap is 4096, allocated by maxCount at creation. Raising maxCount here eats headroom every other part in the demo shares — over the cap, later draws silently vanish.
  • dt is capped at MAX_STEP so a hitched frame cannot fling either system forward.
  • The mist is static by construction (speed = 0, gravity = 0, lifetime = 1e9, emitted once), sitting at about y = 2.5 while the camera climbs from 7.5 to 106 straight past it.

Interface

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

conforms to

zero/source-extract/v2

preseed/asc/asc_particles.module — ASCENSION: rising motes and valley mist. Owns both particle systems end to end: creation, the curves that carry the motes up with the camera, the per-frame step, and teardown. Nothing else in the part touches these handles, and this module owns the only `:update` call on them — stepping a system twice in one frame doubles its rate. Renderer indirect budget: every particle is one instance and the cap is 4096, allocated by maxCount at creation. Keep the sum of every system's maxCount well under it or later draws silently vanish.

seq(t: ?, keys: ?) → void

Piecewise-smoothstep keyframe chain, private to this module so retuning the motes cannot reach the sunset's curves.

argtypedescription
t?
keys?

build(ctx: ?, st: ?) → void

argtypedescription
ctx?
st?

update(ctx: ?, st: ?, ck: ?, dt: ?) → void

argtypedescription
ctx?
st?
ck?
dt?

exit(ctx: ?, st: ?) → void

argtypedescription
ctx?
st?
⌬ Metadata
descriptionASCENSION rising motes and valley mist particle systems

Sub-parts

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3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · preseed/asc/asc_particles.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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