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procedural

Signed in as __USERNAME__. A demo forked from the sandbox for procedural-systems experiments. 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 CRT present, onto the 2560×1440 canvas, with the volumetric media pipeline on top. The first experiment is 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 smoke feed, 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; N toggles day/night, T the torch, U the tuning panel, F ignites the nearest flammable.


		

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