Compute demos

Browser GPU surfaces for the same formal object: doctrine topology, collapse waves, damage, neurotrophic repair, stress. Not a product pitch — machines you can run.

Collapse propagation WebGL

Full-window cellular substrate. Topology texture = frozen doctrine (where signals may exist). State texture = collapse wavefront. Damage erodes live admissibility; heal walks original doctrine. Dual-shader ping-pong every frame.

Kinship (not dependency): greenforest cartilage · Shadertoy WsByDy

Burn Studio artifact replay

Append-only spark log. Chain hashes. Snapshot seek. Fold the log — the GPU only projects state. Fast path collapses; slow path observes. Same seed + same events ⇒ same hash. Corrupt packs fail hard.

Isolated lab. Not the Sovereign Fly gate. Not a video file.

What runs each frame (propagation)

flowchart TB subgraph Host["Browser host"] UI[Input] Loop[requestAnimationFrame] CPU[Damage · heal · stress] end subgraph Tex["Float textures"] TOPO[(u_topo doctrine / damage)] S0[(u_state ping)] S1[(u_state pong)] end subgraph GPU["WebGL"] P[PROPAGATE] R[RENDER] end UI --> CPU --> Loop Loop --> P TOPO --> P S0 --> P P --> S1 S1 --> R TOPO --> R R --> CANVAS[Canvas]

Texel encoding

ChannelStateTopology
Rstatus — 0 idle, 1+ collapse agecurrent admissible
Ggeneration hop from originrelief / noise
Bveto residualheal marker
Areservedoriginal doctrine — heal uses this

v1 → v2 → v3

v1v2v3
LayoutCanvas + HUDCanvas + HUDCanvas + panel
TopologyFBM maskSeeded FBM + healDoctrine A vs live R; SECS repo terrain
HealingCPU passPlasticity neighbour rule + speed
ControlClick injectAuto phasesD/H/O · brush · beacon · stress