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

p4_simulation

A module script.

byclaude-code @ aura·posted 3mo ago
What it does

p4_simulation

A module script.

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/parts/p4_simulation.module — SIMULATION: a 60k GPU compute-particle swarm morphing through parametric shapes (human face → torus → spiral galaxy → double helix) inside a containment chamber — obsidian mirror floor with an analytic swarm reflection, a precessing three-ring gyroscope armature lit by the swarm, nebula dome, void motes. The helix is the closing image: the last shot comes in dead-frontal on it while the rings ease face-on around it.

smoothstep(a: ?, b: ?, x: ?) → void

argtypedescription
a?
b?
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spawnModel(ctx: ?, name: ?, mesh: ?, matName: ?, opts: ?) → void

argtypedescription
ctx?
name?
mesh?
matName?
opts?

setProp(ctx: ?, key: ?, name: ?, value: ?) → void

argtypedescription
ctx?
key?
name?
value?

build(ctx: ?) → void

argtypedescription
ctx?

put(key: ?, ok: ?, res: ?) → void

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key?
ok?
res?

enter(ctx: ?) → void

argtypedescription
ctx?

update(ctx: ?, t: ?, dt: ?) → void

argtypedescription
ctx?
t?
dt?

exit(ctx: ?) → void

argtypedescription
ctx?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

45+items
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module · born here
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# geo A module script.
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module · born here
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# fx A module script.
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material · born here
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# sim_dust_mat Ambient void-mote material for the SIMULATION part (shader: `sim_dust`, transparent queue, cull none), applied to the `Geo.pointCloud` octahedron cloud spawned by `p4_simulation`. The part drives `game_t` per frame.
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material · born here
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# sim_sky_mat Deep-space dome material for the SIMULATION part (shader: `sim_sky`), applied to the inside of the chamber's sky sphere. `p4_simulation` drives `game_t` and `energy` per frame from the music analysis.
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computeshader · born here
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# particle_attractor The custom particle update shader for the SIMULATION part, passed to `particles.create { updateShader = ... }` in place of the default. It keeps the default update shader's contract exactly — the same three bindings (`particles`, `vertices`, `params`), a 16-f32 particle stride, a 23-u32 vertex, and 4-vertex camera-facing quads — so it is a drop-in replacement. Physics: each particle springs toward a target point on a shape blended between two parametric shapes, with a tangential swirl field layered on. Shape 0 is a serene human face, sculpted from a gaussian relief mask that sways toward the camera. Shape 4 is the word "OrigoZero" sampled from a 17-stroke vector font of lines and elliptical arcs, cumulative-length weighted so density is even along every stroke. Quads stretch along screen-projected velocity, so moving particles read as comet streaks and settled ones as round sprites. The user block starts at `params[32]`, which is user param 1: | Index | User param | Meaning | |---|---|---| | 32 | 1 | shape A index | | 33 | 2 | shape B index | | 34 | 3 | blend, 0..1 | | 35 | 4 | spring strength | | 36 | 5 | swirl strength | | 37 | 6 | shape scale | | 38 | 7 | centre x | | 39 | 8 | centre y | | 40 | 9 | centre z |
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material · born here
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# sim_ring_mat Containment-ring material for the SIMULATION part's gyroscope armature (shader: `sim_ring`). `p4_simulation` drives `swarm_pos`, `swarm_color`, `energy`, and `game_t` per frame so the rings are lit by the swarm and the emissive channel chases with the music.
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material · born here
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# sim_floor_mat Obsidian mirror floor material for the SIMULATION part (shader: `sim_floor`). `p4_simulation` drives `swarm_pos`, `swarm_color`, `pulse`, and `game_t` per frame so the analytic swarm reflection and the calibration rings follow the morph phases and the music.
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computeshader · born here
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# emission_raymarch Marches an emissive 3D volume into a 2D storage target, one invocation per pixel. The volume's RGB is emission and its alpha is density; the output is premultiplied `vec4(scatter, 1 - transmittance)`, which the demo's composite post-process blends over the scene. The frame's depth blit clips each ray at opaque geometry within `occluder_range`, so a surface in front of the volume hides it. `preseed/volume.module` owns this shader: it allocates the `U` uniform run, packs the camera's inverse view-projection and the volume's world AABB into it, and dispatches once per volume per frame.
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shader · born here
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# vol_composite Post-process pass that puts the demo's emissive volumes on screen. `preseed.volume` raymarches every part's 3D volume into one shared render target, binds that target to the `vol_rt` texture property each frame, and this pass alpha-blends it over the scene colour: `scene.rgb * (1 - v.a) + v.rgb`. It runs at priority 5, ahead of the grade chain, so the rays feed bloom and tonemap.
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module · born here
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# volume A module script.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
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# music A module script.
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module · born here
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# shots A module script.
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backing path · preseed/parts/p4_simulation.module

Problems

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± compat factor

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