Lab
Particles
WORKING24 points orbit the centre; every cell sums inverse-square falloff to all of them, so each point reads as a soft light.
Every character cell asks the same question — how much light reaches me — and answers it by summing 0.0025/(d²+0.0006) over 24 moving points. No sprites, no textures. The softness is the falloff curve, not a blur.
- Ran
- Outcome
- CONFIRMED
- Stack
- WebGL · GLSL · ASCII
- Built
- Generated the orbital hash-noise field as a single sceneField() function.
- Model
- Claude Opus 5
- Source
- View source →