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Package

p6_collapse.module

README.md

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.