ten_scatter.computeShader
Sculpts the whole crawler creature into one vertex run, every frame: a heaving ferrofluid body blob with animated magnetic spikes and blinking eye-spots, ten tapered tentacle tubes driven by per-tentacle cubic bezier control points, and a pool of goo droplets that cling, stretch…
ten_scatter
Sculpts the whole crawler creature into one vertex run, every frame: a heaving ferrofluid body blob with animated magnetic spikes and blinking eye-spots, ten tapered tentacle tubes driven by per-tentacle cubic bezier control points, and a pool of goo droplets that cling, stretch and fall from the tentacle undersides. One thread per vertex, and every vertex field is rewritten each dispatch.
preseed/parts/p_tendril.module drives it: it packs the body state and a
16-float block per tentacle into the params buffer each frame, then dispatches
over the vertex run preseed.parts.ten_meshinit laid the triangles across.
Scoped to this part · feeds back into the world's score.