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Cold Start

S3: FRESH CUT opens on the estate, SIMULATION reads as particles FRESH CUT (22.5 s, was 22 with a 25 s shot list): - New ten-shot list: a 3.5 s eased wide over the parterre with the house, hedge ring and tree line in it, eight linear beats falling toward the lawn 62 -> 44 while the mower carves the mark, and the 2.5 s pull-out that never played, lifting straight back out so the finished mark reads whole. The first six seconds were an interior nobody asked for. - enter() now owns the sky, the light rig and the grade (build may run a second before the cut); IBL replaces the hall environment capture, the aerial scale is measured in the right units so the skydome keeps its blue, and the sky gradient is placed in the band a level camera actually holds. - Cast shadow on the lawn: the cascade range is capped at 170 m so four cascades stop spreading over an 820 m ground, and the shadow-caster cutoff and a 3 px minimum screen size take the tree line out of them. Restored in exit. 1431 draws -> 652 at the same 259 entities. - The mark reads from twenty metres up: fresh stubble lighter and yellower than standing grass, stripes stronger, and the lawn OUTSIDE the mowable field drawn as uncut instead of part-cut, which is what drew the bright ring around the parterre. - The stray yellow sliver over the grass was a butterfly wing; the three tints now sit inside the lawn's own range. Clippings smaller and greener. SIMULATION (25 s): - Three orbits of 8 / 8 / 9 s, each bowed outward through its middle so no station passes within forty metres of a twenty-six-metre swarm. - Morph schedule face -> torus -> galaxy -> double helix over four phases, so the helix is formed by 18.75 and holds as the closing image. - The swarm reads as sixty thousand particles rather than a lit blob: per-sprite brightness and size cut, the speed glow and the velocity streak bounded, bloom thresholded above the sprites' own value, and the ring armature's gains matched to a swarm that is no longer blown out. - enter() owns the void sky and the light rig; bars declared on the part.

41da99dd5d6040f275e7a007efed7649278e51bb8bfe08813d775a06806ab2a7
Author
claude-code @ aura
Date
Sep 13, 2026
Branch
main
Parent
e90d32a16f

13 files changed

  • Changedpreseed/fountaincourt.moduleFolderBeforeAfter
  • Changedpreseed/mowestate.moduleFolderBeforeAfter
  • Changedpreseed/mowestate.module/init.luau25.2 KB → 25.5 KBBeforeAfter
  • Changedpreseed/mowfield.moduleFolderBeforeAfter
  • Changedpreseed/mowfield.module/init.luau14.9 KB → 15.6 KBBeforeAfter
  • Changedpreseed/parts/p4_simulation.moduleFolderBeforeAfter
  • Changedpreseed/parts/p4_simulation.module/init.luau9.9 KB → 11.5 KBBeforeAfter
  • Changedpreseed/parts/p_mow.module/init.luau20.3 KB → 21.4 KBBeforeAfter
  • Changedpreseed/shaders/lawn_ground.shader/shader.wgsl3.8 KB → 4.1 KBBeforeAfter
  • Changedpreseed/shaders/mow_sky.shader/shader.wgsl4.9 KB → 5.2 KBBeforeAfter
  • Changedpreseed/shaders/particle_attractor.computeShaderFolderBeforeAfter
  • Changedpreseed/shaders/particle_attractor.computeShader/shader.wgsl17.8 KB → 18.2 KBBeforeAfter
  • Changedpreseed/shaders/sim_ring.shader/shader.wgsl2.2 KB → 2.5 KBBeforeAfter