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proof-of-concept / bead-percussion
bead-percussion / src / sim
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analysis.tsListener quantity: acceleration (default), velocity or displacement; acceleration from forces with boundary-corrected damping; zero-mode threshold 1e-6 of top frequency
gpu.tsWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
gpu.wgslWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
hinge.tsDome: 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
modes.tsDome: 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
parse.tsWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
prepare.tsWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
runScript.tsRevert "Dome example: chaos that keeps its pitch..."
solver.tsWebGPU toggle: single-precision GPU integration (displacement-based, multi-dispatch phases, frames read back), linear modes behind a toggle (off by default), shared prepare()
twin.tsDefault damping: every mode falls 60 dB in 2.5 s; examples at 2.5 s; twin separation relative to recent displacement; stronger chaos strike
types.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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