Sloped belts hold their load with moving cleats (t42); sloped filters are downhill shaking screens (t43)

The magic grip is gone: cleats every 8 face cells, 6 grains tall, carry
pockets uphill (about 71 grains/s against 90 flat) and overflow rolls
back. Sloped filters always run downhill; grains travel by gravity and
a shake, and sorting stays exact. Drawing needs another pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-26 19:47:59 -04:00
co-authored by Claude Opus 5.5
parent 1f8a89db6a
commit 578b55316b
28 changed files with 425 additions and 89 deletions
+2 -1
View File
@@ -42,10 +42,11 @@ function alloc(w, h) {
W = w; H = h; N = w * h;
fogAlloc();
CW = Math.ceil(w / 32); CH = Math.ceil(h / 32); NCH = CW * CH;
cleatMask = new Uint8Array(N); cleatCells = [];
mat = new Uint8Array(N); temp = new Float32Array(N); life = new Uint8Array(N); flags = new Uint8Array(N);
stamp = new Uint8Array(N); part = new Uint8Array(N); mach = new Uint16Array(N); digp = new Uint8Array(N);
noiseB = new Uint8Array(N); bgm = new Uint8Array(N); airS = new Uint16Array(N); netId = new Uint16Array(N); isPow = new Uint8Array(N); occ = new Uint8Array(N);
BW = Math.ceil(w / BS); BH = Math.ceil(h / BS); NB = BW * BH; blockP = new Uint8Array(NB); blockV = new Uint8Array(NB); filtersDirty = true; filterCfg = new Map(); procDirty = true; procState.clear(); rackState.clear();
BW = Math.ceil(w / BS); BH = Math.ceil(h / BS); NB = BW * BH; blockP = new Uint8Array(NB); blockV = new Uint8Array(NB); slopePhase = new Uint8Array(NB); filtersDirty = true; filterCfg = new Map(); procDirty = true; procState.clear(); rackState.clear();
ents = []; flyers = []; ghostBlocks = new Map(); ghostMolds = []; treeBases = []; saplings = [];
surfBase = Math.round(Math.min(h * 0.27, 175)); underD = h - surfBase; shallowD = 0; lapse = 0.36;
surfY = new Int16Array(w); roofY = new Int16Array(w); dirtY = new Int16Array(w); graniteY = new Int16Array(w); basaltY = new Int16Array(w); magmaY = new Int16Array(w);