Decision: WebGPU renderer and multi-core simulation in the browser

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 18:04:58 -04:00
co-authored by Claude Opus 5.5
parent 0ad3561e6a
commit 0c0edf46ca
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@@ -528,6 +528,13 @@ above, including:
rate, up to a cap per metal; power never sets hardness, so it can't skip the steel bit. It is rate, up to a cap per metal; power never sets hardness, so it can't skip the steel bit. It is
tuned like the drill and never harms anything built. It waits until power is switched back on, tuned like the drill and never harms anything built. It waits until power is switched back on,
since today every machine runs without power. since today every machine runs without power.
- **Performance: WebGPU and all CPU cores, in the browser (2026-10-27).** Zoomed out, drawing
is CPU-bound (about 26 ns per visible grain) and the simulation runs on one core. The owner
chose: WebGPU only (no WebGL fallback), tested in Chrome and Firefox with a clear message when
it's missing; the game must be served with COOP/COEP headers (for SharedArrayBuffer), so
opening the file from disk is dropped; determinism is re-baselined once and becomes the same on
any number of cores; as fast as possible, measured at every step. Grain movement and heat go
across a worker pool first; moving the whole simulation into its own worker is decided after.
## Ideas not built yet ## Ideas not built yet