fyr_ember
GPU ember swarm for the pyre part. The mesh is a `Geo.pointCloud` of tiny octahedra whose authored centers fill the whole flight volume (so the static AABB covers every animated position): vertex normal = unit offset from the ember's center, uv = (seed, size). The vertex stage re…
fyr_ember
GPU ember swarm for the pyre part. The mesh is a Geo.pointCloud of tiny
octahedra whose authored centers fill the whole flight volume (so the static
AABB covers every animated position): vertex normal = unit offset from the
ember's center, uv = (seed, size). The vertex stage recovers each center,
treats its authored height as a cycle phase, and flies the ember up a
widening spiral with wind drift and per-seed speed / swirl / death height —
hundreds of embers with zero per-frame CPU. Transparent queue; the part
drives game_t and ember_boost (music) per frame.
Scoped to this part · feeds back into the world's score.