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World

Smog

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README.md

District

The Whitechapel crossroads Smog is played in, and the whole look of the night.

  • Streets: wet cobbled carriageways (art.cobbles, puddled), flagstone pavements and kerbs.
  • Terraces: soot-brick houses (two brick variants) with slate roofs, chimney stacks and pots, cornices and string courses. Each has sash windows (35% lit), a stucco door case and step, then either a shopfront (pub, pawnbroker, chemist, counting-house, with fascia signs and a warm shop glow) or a window, a poster and wrought-iron railings. Corner houses carry street-name signs and bills.
  • Clutter: poster hoardings at the street ends, barrels, crates, bollards, a pillar box, a water pump, a handcart, a hansom cab, and washing lines across the streets.
  • Lamps: a generated gas lamp at every Rules.LAMP_SITES entry, its flickering flame light LampFlame_<i> (world.LampFlicker) at Rules.LAMP_HEIGHT.
  • The north arm stops at the gasworks wall (GATE.z + 0.5), with an end house filling to it.
  • Look: a procedural night sky, a cold moon, ambient fill, and the Smog entity (green VolumetricLighting plus HeightFog; the rain-wet film, puddles and ripples come from art.wet_tri itself; world.SmogThinner easing the densities with Rules.state.smogLevel). The Lens entity adds GTAO, SSR, contact shadows, TAA, bloom, grade, chromatic aberration and vignette under display exposure 3.2.

LOOK at the top of init.luau is the single tuning table. Dressing keeps clear of every lamp site, evidence spot, oil can and the spawn. The scene places this once (scenes/main.scene/build.luau, the District placement). It is built on world.kit and owned by the world slice.