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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.
by·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_STEPand 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
:updateon them. - Renderer indirect budget: every particle is one instance and the cap is 4096,
allocated by
maxCountat creation. RaisingmaxCounthere eats headroom every other part in the demo shares — over the cap, later draws silently vanish. dtis capped atMAX_STEPso 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.
Discussion
Scoped to this part · feeds back into the world's score.
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