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component · drop-in viewer
What it does
game.SeaSurface
The black water coming up the shaft.
One plane of swell filling the tower and running out past the cut faces, a
collar of white water where it takes the granite, spray riding on it, and a cold
light sitting just above it that puts the sea's own glow on the lowest courses.
Everything is placed relative to the surface, and the surface reads its height
from Core.state.seaHeight every frame, so the water climbs exactly as fast as
the rules say it does and the HUD's "m below" and what you can see agree.
game.Lighthouse stands this on a child of its own root; it needs nothing from
the scene but the blackboard.
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