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Blockbuster 767

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Commit8e9b87fcce

README.md

Set

The playroom BLOCKBUSTER 767 is played in. It sits on mount_set and builds everything the scene's build.luau does not: the room around the table, the floorboards and rug twelve metres below the table edge, the window the afternoon comes through, the skirting, dado and pictures, the toybox and the corner lamp — and the game's whole photographic finish.

Everything hangs under the temporary root set_root, so rebuilding is awake() again and nothing accumulates.

What it owns beyond its own entities

Three things in the scene belong to the plan and are retuned here by name, because the room's look is not separable from them:

  • sun — aimed low and from the window side, warm, so the towers lay long shadows down the table towards the player.
  • ambient — cool and dim, the fill under that warm key. Warm light and warm fill together render the whole room one flat olive.
  • sky — swapped from the plan's ProceduralSky to a Skybox over set_sky. The procedural sky drove the sun's own direction from its time of day (syncSunToLight), and its outdoor blue was the image-based light washing every painted surface in the room grey.

The plan's table slab keeps its position, scale and collider; only the material it wears is set here, to set_tabletop.

The one collider

set_floor is the only collider this component creates, and its top sits 2.6 m BELOW Rules.TABLE.floorY. The city culls a loose block when its centre passes that plane, so a floor placed just under it would let a tall block come to rest with its centre still above the plane and stay on the rug forever. Nothing else in the room has a collider at all.

The look

playroom_paint is one procedural painted-wood shader; every surface in the room is a material on it, differing only in paint colour, grain, board width and wear. playroom_grade is one post-process pass carrying the tilt-shift defocus, the bloom, the warm split-toned grade and the vignette — measured at 0.16 ms of GPU per frame at 1080x1440.

Both hold their shape at any aspect: the tilt-shift band is a fraction of screen HEIGHT and the vignette is measured on a square-corrected coordinate, so a tall frame and a wide one get the same look rather than the same pixels.

Fields

FieldDefaultWhat it moves
sunIntensity3.7How hard the afternoon comes through the window.
ambientIntensity0.20The cool fill under that key.
lampIntensity60The corner lamp's own pool of warm light.
bandCenter0.55Where down the frame the sharp band sits.
bandHalf0.30Half-height of the sharp band, as a share of screen height.
blurMax4.0Pixels of blur at full defocus.
bloomIntensity0.45How much the window light blooms.
exposure1.05Overall exposure of the graded frame.