Camera the tiles follow.
The frame groups live in (the world itself on flat worlds).
ProtectedinputInput so far (merged by set).
ReadonlyobjectRoot object (placed in the current frame).
Protected ReadonlysaltSeparates this kind's spawns from other kinds with the same seed.
Resolved settings. Change them with set() / reset().
ReadonlystatsLive counters, refreshed by update().
Seconds simulated.
Protected ReadonlyviewsPer-species meshes.
The world.
ProtectedanimateAdvances member i's animation (motion, 4 floats) and returns its roll (bank) angle.
ProtectedapplyPushes a species' look (and the layer's states) into its material.
ProtectedboidProtectedcreateCreates the geometry for a species (called when geometryKey changes).
ProtectedcreateCreates the material for a species.
ProtecteddefaultsDefault settings of this kind.
Removes the layer from the scene and frees its GPU resources.
ProtectedgeometryEvery group currently spawned.
ProtectedhabitatPlacement rules.
ProtectedinitSets member i's scale (xyz into scale) and look (4 into look) from rand.
ProtectedlayoutExtra placement-relevant settings of a subclass (JSON-compared).
ProtectedmaxSteepest pitch, radians.
ProtectedplacementWhatever about a species changes placement (JSON-compared).
Replaces all settings: anything not in input goes back to the defaults.
Changes settings, merging into earlier ones (nested objects merge, arrays replace). Looks apply at once; placement changes respawn groups.
Moves the floating origin. Same as set({ origin }).
ProtectedspeciesThe species table.
Streams tiles around the camera, spawns within the time budget, steps the flocks at a fixed rate
and writes the instances. Called automatically when a scene was given; otherwise once per frame.
Seconds since the last frame; measured if omitted.
Milliseconds for spawning this frame. Defaults to settings.buildBudget.
StaticcreateCreates the flocks and spawns the nearest tiles.
Bird flocks streamed around the camera over the biomes each species likes (gulls over coasts, crows over forests and fields, swallows over meadows, vultures over savanna), flying in a height band above the ground, with wing flapping and gliding in the vertex shader.