p6_collapse
COLLAPSE (t = 240-270): a crawler crane swings a forged wrecking ball into a five-storey brick-and-steel building at dusk.
p6_collapse
COLLAPSE (t = 240-270): a crawler crane swings a forged wrecking ball into a five-storey brick-and-steel building at dusk.
The building is real construction — I-beam columns, concrete floor slabs,
brick spandrels/piers/panels, steel window frames with pre-split glass
panes — every piece a frozen kinematic rigid body. The score's impact
cues unfreeze a region around each ball strike (Physics.setBodyType +
a radial impulse), so the structure crumbles where the ball chews through
it; off-beat cues aftershock the column above the last hit, and the final
cue drops everything still standing.
Surfaces run the col_* shader stack (preseed/shaders/), materials in
preseed/collapse/: sky, ground (painted per-frame shadows), brick,
concrete, steel (beams/crane/ball/chain via per-material props), glass and
one GPU dust point cloud whose four burst* slots make the impact plumes.
The crane is one merged lattice-boom mesh that slews so its boom tip rides
the kinematic rope anchor; the hoist cable is a stretched cylinder strung
tip-to-ball each frame over a run of torus chain links and a shackle.
Scoped to this part · feeds back into the world's score.