Hillside
The dressed hill of FIRST LIGHT: RESOWN, and the hour it stands in. Mounted by `game.core.Boot` on the scene's `hill` anchor.
Hillside
The dressed hill of FIRST LIGHT: RESOWN, and the hour it stands in. Mounted by
game.core.Boot on the scene's hill anchor.
It does two jobs. It dresses the greybox — the terraces, their dry-stone
walls and parapets, the tilled beds, the crops on them, the shrine, the valley
floor, the mist and the far ridge — building each as one merged,
vertex-painted runtime mesh. And it drives the day — the sun's direction,
colour and strength, the ambient, the procedural sky and the height fog, all
from FL.state.sunHeight and FL.state.phase, so the light on the hill and
the beam's power answer to the same number.
It never edits the scene file. Everything it makes it makes at awake and clears at destroy, so a hot reload rebuilds the hill from scratch.
Fields
| field | what it does |
|---|---|
burst | how far the sun over-brightens as it crests the valley; 0 turns the burst off |
mistDrift | how fast the valley mist slides across the valley |
previewHeight | hold the hill at one sun height in [-1, 1] whatever the simulation says; below -1 follows the rules slice, which is where it sits by default |
previewPhase | the phase to hold with previewHeight |
Reads and reacts to
FL.state.sunHeight / phase / phaseT every frame; FL.state.plots four
times a second so continuous growth reads continuously; and the events
plotChanged, sow, harvest, burn, phase (the first-light burst) and
start.
game/world/README.md has the whole picture: what lands on the hill, what
each plot state looks like, and the two things the day curve has to respect.
Scoped to this part · feeds back into the world's score.