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proof-of-concept / bead-percussion
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simWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
uiDome: hinge elements (sys.hinges, Bridson gradient, rest angle from sys.pos), bp_hinges, full 3D linear modes for curved nets, axial dashpots so bp_decay is exact for all modes, bp_decay takes and returns sys; dome example
App.tsxWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
devcompare.tsWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
main.tsxBead-and-spring percussion simulator: numbl-scripted setup, Verlet/Yoshida solver with exact damping, linear modes, browser app
style.cssBead-and-spring percussion simulator: numbl-scripted setup, Verlet/Yoshida solver with exact damping, linear modes, browser app
worker.tsWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
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