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COINFALL

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README.md

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COINFALL's only scene: the Coinfall Arcade, 1998, doors chained.

The scene file carries just three things — the hall's lighting environment, the PlayerPrototype the engine clones into a first-person body and camera for each joining user, and its PlayerSpawn. Everything the player actually walks through is spawned by entrypoint.luau at load: the hall bays, the dead cabinets, the six live pusher machines, the shrine, the chained doors and the change booth, plus the cf_director and cf_ui host.

That split is deliberate. Entrypoint spawns are marked temporary and never written back into scene.json, so the arcade is rebuilt from a seed every time the scene loads. It is also what lets the hall's geometry shift between visits as corruption climbs — the bay variants, the cabinet drift and the dead lamps are all re-rolled, and none of it accumulates in the scene file.

Lighting here is deliberately almost nothing: a dim warm key and a cold ambient fill. The sodium lamps that actually light the corridor are solved analytically per vertex inside the ps1 shader, because the engine's punctual-light array is bound to the fragment stage and a strictly per-vertex lighting model cannot read it.