p_surf.module
README.md
p_surf — CLOUDSURF
Dawn breaks over an endless cloud sea and an ink-silhouette rider carves it to the roller: threading score rings, popping airs on the snare-drag fills, and outrunning cumulonimbus cells whose bolts hit on the hoover stabs.
The sea is the surf_cloud reactive field — a scrolling noise deck displaced
in the vertex stage and mirrored bit-exactly on the CPU, which decides where
the board rides; a 24-slot touch-point ring carves a healing wake behind the
carve, and touchdowns stamp deep splashes into it. The surf_sky dome is a
photographic dawn: soft sun with a layered halo over a perspective-projected
strata deck. surf_puff clusters fill the world — near cumulus towers, a
hazed horizon bank, translucent wisps streaming past the camera as the speed
cue, and the storm cells themselves, which flicker from inside before each
strike.
Choreography is entirely closed-form in part-local t — speed integral, organic three-sine carve weave, jump arcs, landing pulses — so director seeks land exactly and every beat stays on the music grid. The board is a procedural rockered deck (built once at module scope); the rider is the Synty character in silhouette, leaning into carves, switching to jump/land clips around each air, its feet planted by sinking the character origin. Five shots track the run — low chase, board-level side dolly, front three-quarter with the first storm, the big-air hero, and a crane rise into the handoff — with handheld micro-drift layered on top and a smoothed float over any swell the dolly lerps through.