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sandbox

Signed in as __USERNAME__. The consolidated frontend, now on the wgpu track: Odin compiled to WebAssembly (pure Odin, no emscripten) calling the browser's native WebGPU - the same source that builds the native desktop binary (SDL3 + wgpu-native). The world renders at the native 640×480 as per-pixel palette indices with a per-pixel light level, then a separate SNES pass maps (index, level) through a per-frame 256×16 ramp atlas - per-color cel ramps with black/white-out ends, census-weighted shadow/highlight stops, clustered light hues - and adds the smooth fog/rain sub screen with 15-bit color math, before a CRT present pass (aperture grille, scanlines, phosphor bleed) paints it onto the 2560×1440 canvas. Controls: QWE/AD/ZSC or the left stick walk the 8 compass directions; Numpad +/− adjusts speed; the right stick or arrow keys override facing; [/] or D-pad cycles the character; the mouse wheel steps integer zoom, R resets; N toggles day/night, T the torch, U the tuning panel.


		

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