Tags: obscurebit/oav
Tags
GPU particle system + mass-spring jello mesh - GPUParticleSystem: 16K particles via WebGL2 transform feedback - Emitters: firework, fountain, sparkle - Physics: gravity, drag, turbulence, trails, fade - Tap gestures → firework bursts at click location - GPUSpringSystem: spring-centric mass-spring (Hooke's law + damping) - Grid meshes: jello, cloth, tendrils, webs - Mouse drag influences mesh (push/pull) - Audio-reactive jiggle on bass - Tap gestures poke the mesh - Integrated into render pipeline (draw between scenes and text overlay) - Debug overlay shows GPU particle/spring counts - __OAV__ exposes gpuParticles, gpuSprings, firework(), sparkle(), pokeSprings() 119 tests passing, tsc clean