Ten small pages, each one pulling a single mechanism out of the main app and looping it on its own. They exist so the moving parts can be watched instead of described: picking, resampling, culling, growth, and the four shaders that make the modes look alive. Most of them drive the production code directly.
One raycast becomes a point, a normal and the little basis every mode builds in. BVH on and off.
02 · PAINTINGWorld space versus anchor space, on two spheres that won't stop turning.
03 · PAINTINGWhy raw pointer samples can't space anything, and what the modes get instead.
04 · ARCHITECTUREThe real crystal mode, with a rebuild counter that never moves.
05 · ARCHITECTUREBirth distance, growth window and the 5% overshoot that sells the pop.
06 · SHADERSEvery crack vertex sits on the centreline. The width is a uniform.
07 · SHADERSFour terms multiplied into one float, then pushed through a blackbody ramp.
08 · SHADERSShare the wave phase with the fragment stage and a plane becomes fabric.
09 · SHADERSA wave that lives in world space, so separate strokes still breathe together.
10 · LOOKSix emissive quads and no lights. Switch one off, lose a highlight.