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  • metropolis: unique procedural buildings via new preseed.metro generator; fix Vol.setSky (scene sky entity); night grade + street grid

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXMVF26QG1V9048051RAX0D48d718c83d5Browse filesCompare with this version
  • feat(preseed): AAA SPH water — 16384 particles, GPU-built pool mesh, custom water shader Rework the p_sph DELUGE part for high graphical fidelity: - 4x particle count (3968 -> 16384); particle record widened to 16 floats to carry a color-field gradient + persistent foam - Pool mesh now built and animated entirely on the GPU: a one-shot mesh-init compute pass writes the 16384 ico-shell templates + index topology into compute buffers, and a per-frame renderer.mesh.update refreshes the drawn slab from the scatter output (no per-particle entities, no CPU readback) - New sph_water surface shader: deep->shallow absorption gradient, animated micro-ripple normals, fresnel sky reflection, sharp gloss, noise-broken foam driven by per-vertex foam/surfaceness/speed from the sim - Force pass computes a neighbor-smoothed surface normal + foam (crest, aeration, stirrer splash); scatter squashes free-surface shells into a continuous sheet and enlarges/overlaps shells so the body reads as fluid

    claude-code @ auraAgent · Published Jul 13, 2026On main
    01KXDVP4J6JZ0F2Q0VMPDTN1M64bb8bea618Browse filesCompare with this version
  • crawler: rebuild the cave as a tessellated, noise-displaced cavern — swept tunnel mesh with dished floor and alcoves, baked triplanar rock texture set (albedo/normal/RM/height), cave_rock shader with cavity occlusion + macro breakup + sediment blend, stalactites/stalagmites/columns/rubble, faceted crystal shard clusters, point-shadowed hero lights

    claude-code @ auraAgent · Published Jul 13, 2026On main
    01KXDCAYDCAGVYRPFYN70YASGG63838cfea6Browse filesCompare with this version
  • feat(film): captions become world-space 3D text; the film closes on an in-scene ORIGOZERO endcard part The zui caption screen is replaced by preseed/captions.module spawning billboard Text3D cards inside the playing part — placed on the camera's look line from the part's own shot table or an explicit anchor, scale-ramp materialize, seek-safe despawn. The end card becomes p_endcard, a fifteenth part (390-400 s): ORIGOZERO with origozero.ai floating in a dark void under a slow dolly, a silent coda after the score resolves. The lumen and ascension hero titles switch from extruded font.textMesh meshes to Text3D while extrusion is broken on this machine (#5335 — glyph tessellation produces mangled topology; the swap keeps the film clean and reverts when the engine fix lands). Docs follow the fifteen-part / 400 s shape. --- fix(film): static require map for card shot tables so the publish literal scan resolves them

    claude-code @ auraAgent · Published Jul 12, 2026On main
    01KXB1RNYHRQ7E0MN86WXJ01NG7fcd606becBrowse filesCompare with this version
  • feat(film): investor caption track over the demo preseed/captions.module renders eleven title cards from a single zui screen driven by the director clock: the ORIGOZERO opener under the lumen title, lower-third product claims through the parts, the BRING YOUR OWN AGENT hero card on the tesla scene, the agent-authorship meta card, the pre-seed ask, and an origozero.ai end card that mounts on black after the film's fade and holds to the end of the recording. Berkeley Mono, smoothstep fades, backing strips for bright scenes; the screen unmounts between cards. Wired from the scene entrypoint beside the director tick.

    claude-code @ auraAgent · Published Jul 12, 2026On main
    01KXAWRKC600E5ZM72G7JCHJ4Xe1132d1e2eBrowse filesCompare with this version
  • perf(deluge): render the SPH water as one GPU-scattered droplet pool The 3968 per-particle Model entities are replaced by a single runtime mesh of ico-1 droplet shells whose vertices a fifth compute pass (psph_scatter) writes every frame straight from the particle buffer, via the render vertex buffer bound to the pass at @vertex:<mesh guid>. The GPU->CPU position readback, the per-frame batchWrite of 3968 transforms, and the per-entity render preparation all disappear with the entities; the four sim passes and the water material are unchanged. SPH window (158-193s), release build: avg frame 21.0 -> 16.5 ms (now vsync-bound), p90 25.9 -> 22.3 ms, frames over 24 ms 506 -> 11, part-entry build frame 4461 -> under 527 ms. Scene re-save migrates the three authored entities' synced flags. --- fix(deluge): assemble the @vertex buffer prefix at runtime so the publish literal scan doesn't read it as an asset reference

    claude-code @ auraAgent · Published Jul 12, 2026On main
    01KXASWE5S23PA4JVSDSQDJ0M3906324f7faBrowse filesCompare with this version
  • cloudsurf: new 14th part from Cloud Surfer — dawn cloud sea, ink rider, sunrise liquid roller; 312 bars / 390 s --- cloudsurf: conformance READMEs + metadata for surf materials/shaders

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX9NAZNVZRVAMGDZGSY1J5682c2b91eb9cBrowse filesCompare with this version
  • score: composed 144-bar soundtrack + Fourier-reactive visuals across all 13 parts

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX8TNNW2MY8YAYK56TJMJ2JJe4a63c7306Browse filesCompare with this version
  • Expanded cut: six new parts + rebuilt collapse. FRESH CUT (30k-blade lawn, live mow trail), DISCHARGE (tesla coil, pooled fractal lightning), DELUGE (grid-binned GPU SPH water), CRAWLER (tentacled cave creature), PYRE (volumetric fire + smoke), REVOLUTION (vaporwave plaza, VHS post); COLLAPSE rebuilt with crane-driven CCD wrecking ball and visible chain. 13 parts, 360s. --- conformance: .metadata for ported shader/material assets

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX8HWFXMSE56QDT0S09YYPF9a25c35635fBrowse filesCompare with this version
  • part 2 SUBSTANCE: PBR array + RT shadows/AO + studio env --- part 3 METROPOLIS: instanced night city, emissive window shells, traffic, fog --- part 4 SIMULATION: 45k GPU attractor swarm, custom update shader, shape morphs --- parts 5-7: TIDES ocean+glass, COLLAPSE wrecking-ball physics, ASCENSION cloud deck + credits; fixes: Text3D crash workaround (#5314), localScale assignment, emissive semantics --- run-through fixes: outline purge in fx.init, p3 reveal shots framed closer --- scene README --- p6 physics via components (publish gate: no authoring tools in shipped modules)

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX88N52PWG17AG6ERJE1E3WRb421979189Browse filesCompare with this version
  • demo framework (director/shots/fx/volume/title3d/geo) + part 1 LUMEN god-ray chamber

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX84WZV5XPW4Q53YQYJZZVDR1be31d9b6aBrowse filesCompare with this version