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 512×448 hi-res as per-pixel palette indices with a per-pixel light level, through the SNES ramp pass and the full CRT signal chain (NTSC-J encode → cable → TV front end → Y/C separation → chroma decode → cathode drive → geometry → mask/scanline/phosphor/optics, driven by a physical-masters struct), onto the 2560×1440 canvas. On top: the volumetric media pipeline (folded in from the lighting demo) - a world-aligned 3D density volume (smog/fog/mist/spray/smoke) and a scattering volume lit by every light through the surface pass's own volumetric shadow march, composited by a Beer-Lambert view-ray march. Folded in from the procedural demo: fire - the brazier spreads flame wind-aligned to the flammable orbs (rain and pooled water suppress it), and every resolved fire is sculpted live as a voxel flame (three styles on the FIRE tuning tab: column, breathing tongues with breakaway licks, and a wind-streaming banner), bending and flaring with a gust model that also drives the embers, the soot field, and the light flicker. 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; F3 toggles day/night, T the torch, U the tuning panel, F ignites the nearest flammable. CRT debug: B signal hit, V degauss, F5/F6 persistence/optics, N connection (notch/comb/S-Video/RGB), M distortion preset (none/low/medium/high).
Loading WebAssembly…