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README.md

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.