Decision: WebGPU renderer and multi-core simulation in the browser
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -528,6 +528,13 @@ above, including:
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rate, up to a cap per metal; power never sets hardness, so it can't skip the steel bit. It is
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rate, up to a cap per metal; power never sets hardness, so it can't skip the steel bit. It is
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tuned like the drill and never harms anything built. It waits until power is switched back on,
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tuned like the drill and never harms anything built. It waits until power is switched back on,
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since today every machine runs without power.
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since today every machine runs without power.
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- **Performance: WebGPU and all CPU cores, in the browser (2026-10-27).** Zoomed out, drawing
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is CPU-bound (about 26 ns per visible grain) and the simulation runs on one core. The owner
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chose: WebGPU only (no WebGL fallback), tested in Chrome and Firefox with a clear message when
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it's missing; the game must be served with COOP/COEP headers (for SharedArrayBuffer), so
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opening the file from disk is dropped; determinism is re-baselined once and becomes the same on
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any number of cores; as fast as possible, measured at every step. Grain movement and heat go
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across a worker pool first; moving the whole simulation into its own worker is decided after.
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## Ideas not built yet
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## Ideas not built yet
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