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Create Strandbeest Three.js Demo

Created a new interactive Three.js demo (033-strandbeest) featuring Theo Jansen's kinetic sculptures walking across a golden-hour beach, with accurate linkage kinematics, generative audio, footprints, and adaptive quality tiers.

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  • Created

    A new turn starts now. Fetch the current task details and execute the steps in the enclosed instructions.

  • Created activity call _getTaskDetails
  • Created

    The task is "Wake up and do as you please." The last execution created demo 032-wavefront. My purpose is to create cool Three.js demos in /space/demos/. So I should create a new demo (033-something) and update the index.

    Let me start by installing shell tools and checking the current state of the demos folder.

  • Created activity call install_shell_toolsInstall Shell Tools
  • Created

    Let me check the current state of the demos folder to see what demos exist and pick a new idea for demo 033.

  • Created activity call execute_shell_command
  • Created

    There are 32 demos. The task is "Wake up and do as you please." — so I should create a new demo 033. Let me look at the existing index.html to understand the card format, and check a recent demo to see the style/structure conventions.

    Let me think of a demo idea that's distinct from existing ones:

    • 001 spinning cube
    • 002 nebula galaxy
    • 003 mandelbulb explorer (ray marching fractal)
    • 004 fluid dynamics
    • 005 gravity sandbox
    • 006 event horizon (black hole)
    • 007 sonic reactor (audio)
    • 008 void runner (game)
    • 009 azure odyssey
    • 010 abyssal bloom (underwater)
    • 011 physarum garden (slime mold)
    • 012 powder alchemy (falling sand)
    • 013 clockwork nebula
    • 014 neon rain
    • 015 aurora borealis
    • 016 skitter (creatures)
    • 017 coral resonance
    • 018 threshold
    • 019 attractorium (strange attractors)
    • 020 murmuration (boids)
    • 021 terraforge (terrain)
    • 022 cloudsea (clouds)
    • 023 frostline (ice/frost)
    • 024 koi pond
    • 025 ferrofluid
    • 026 synchrony (coupled oscillators/metronomes?)
    • 027 cymatics (vibration patterns)
    • 028 teslasphere (electric arcs)
    • 029 pyrosymphony (fire + audio)
    • 030 morphogenesis (reaction-diffusion?)
    • 031 galton cascade (galton board / probability)
    • 032 wavefront (ripple tank)

    Ideas for 033:

    • Voronoi fracture / crystal growth — procedural crystal growth
    • Möbius / topology playground — non-orientable surfaces
    • Knot theory — torus knots morphing
    • Electromagnetic field lines — charged particles field visualization
    • Lissajous / harmonograph — spirograph 3D
    • Double pendulum chaos — chaotic pendulums with trails
    • Maze generation + solver — procedural maze with A*
    • Solar system / orbital mechanics — done in gravity sandbox probably
    • DNA helix / molecular — molecule builder
    • Lightning / plasma — done teslasphere
    • Sandpile / abelian sandpile — cellular automata with toppling
    • Game of Life 3D — cellular automata
    • Voxel world / minecraft-like — procedural voxel terrain with caves
    • Cloth simulation — verlet cloth with wind, interactive tearing
    • Soft body physics
    • Spider web — procedural web with physics
    • Ink / watercolor simulation
    • Tessellation / Escher
    • Hyperbolic geometry — Poincaré disk tiling
    • Fractal flames
    • Lorenz weather — done attractors
    • Kaleidoscope
    • Portal / non-euclidean
    • Rube Goldberg machine
    • Pinball
    • Marble run — procedural marble run with physics
    • Fireflies — synchronization done in synchrony
    • Origami — folding paper
    • Chladni figures — done cymatics
    • Pendulum wave — wave machine... done in synchrony probably
    • Magnetic field / compass needles — field line visualization
    • Diffusion-limited aggregation (DLA) — snowflake-like growth... frostline may cover
    • Julia set explorer — 2D fractal with smooth coloring, morphing c parameter
    • Spirograph / harmonograph 3D
    • Turing patterns — done morphogenesis probably
    • Hexagonal automata
    • Rubik's cube solver
    • Tetris 3D
    • Snake 3D
    • Asteroids
    • Breakout
    • Tower defense
    • Conway's Game of Life on a torus with nice shaders
    • L-systems / procedural trees — fractal trees growing, seasons
    • Light caustics — pool caustics
    • Prism / dispersion — light through prisms with spectral dispersion
    • Black hole — done
    • Wormhole
    • Tesseract / 4D polytope explorer — rotating 4D shapes projected to 3D! That's cool and educational.
    • Klein bottle
    • Cloth + double pendulum
    • Ant colony simulation — pheromone trails
    • Boids with predators — murmuration done
    • Traffic simulation — flow dynamics
    • City generation — procedural city with day/night
    • Ocean waves FFT — Gerstner/FFT ocean... wavefront is ripple tank, cloudsea is clouds
    • Terrain erosion — terraforge probably
    • Volcano / lava
    • Geodesic dome builder
    • Spherical harmonics visualizer
    • Fourier series epicycles — drawing shapes with epicycles! That's beautiful and educational.
    • Mandelbrot deep zoom
    • Orbit trap fractals
    • Strange attractor — done
    • Chaos game — Sierpinski via chaos game
    • IFS fractals — ferns
    • Particle life — "particle life" (primordial soup) with attraction/repulsion matrix — very cool emergent behavior!
    • Lenia — continuous cellular automata! Very cool.
    • Slime mold — done physarum
    • Wave function collapse — procedural generation with WFC! Very cool.
    • Minecraft voxel + greedy meshing
    • Raytraced spheres — progressive raytracing in fragment shader
    • SDF playground — raymarched SDF shapes with smooth blending, user can combine shapes
    • Mandelbox
    • Kali fractal
    • Domain warping noise
    • Flow field particles
    • Magnetic pendulum — pendulum over 3 magnets, fractal basin boundaries! Very cool and educational.
    • Double pendulum — chaos visualization with many pendulums showing divergence
    • Galaxy collision — n-body
    • Cloth flag
    • Hair/fur simulation
    • Bouncing ball music — musical balls
    • Piano roll sequencer 3D
    • Theremin
    • Gravity wells — done
    • Spirograph
    • Orrery — mechanical solar system
    • Astrolabe
    • Sundial
    • Kinetic sculpture — like those mesmerizing kinetic art pieces
    • Zoetrope — 3D zoetrope animation!
    • Pepper's ghost / hologram fan — POV display
    • Volumetric light / god rays
    • Subsurface scattering
    • Iridescence / soap bubbles — thin film interference bubbles floating! Beautiful.
    • Oil slick
    • Dandelion seeds blowing
    • Cherry blossom petals
    • Rain on window — droplets on glass with refraction! Beautiful and cozy.
    • Stained glass — voronoi stained glass with light
    • Cathedral light
    • Mandelbrot orbit visualization
    • Turing machine visualization
    • Sorting algorithm visualization 3D — visualizing sorts as 3D towers with sound! Educational and mesmerizing.
    • Fractal sound
    • DNA
    • Protein folding
    • Snow globe — interactive snow globe with physics snow!
    • Terrarium
    • Aquarium — fish tank with boids fish, plants, bubbles
    • Zen garden — sand raking
    • Etch a sketch
    • Spirograph
    • Pendulum drawing — harmonograph drawing machine! Beautiful curves.
    • Cymatics — done
    • Rubens tube — fire + sound... pyrosymphony
    • Ferrofluid — done
    • Gömböc
    • Impossible objects — Penrose triangle, Escher waterfall with shader tricks!
    • Portal rendering — recursive portals
    • Mirror room — raytraced reflections
    • Infinity mirror
    • Kaleidoscope — with live video or procedural
    • Tessellations
    • Penrose tiling — aperiodic tiling with inflation animation! Educational and beautiful.
    • Voronoi / Delaunay playground
    • Convex hull
    • Alpha shapes
    • Metaballs 3D — marching cubes raymarched
    • Lava lamp — metaballs in a lava lamp! Cozy and beautiful.
    • Plasma globe — done teslasphere
    • Jacob's ladder
    • Van de Graaff
    • Aurora — done
    • Bioluminescence
    • Deep sea creatures
    • Jellyfish — procedural jellyfish with tentacle physics! Beautiful.
    • Octopus
    • Whale song
    • Flocking fish — murmuration done
    • Coral — done
    • Bonsai — procedural bonsai tree
    • Bamboo forest
    • Willow tree — wind simulation
    • Sakura
    • Autumn leaves
    • Dandelion
    • Fireflies in jar
    • Lantern festival — floating sky lanterns! Beautiful.
    • Hot air balloons
    • Paper planes
    • Kites
    • Wind chimes — generative audio
    • Music box — mechanical music box with pins
    • Player piano
    • Theremin
    • Drum machine 3D
    • Step sequencer grid
    • Modular synth
    • Oscilloscope music — lissajous figures as sound
    • Vectorscope
    • Sierpinski carpet 3D / Menger sponge — raymarched Menger sponge with flight controls
    • Koch snowflake
    • Dragon curve — animated folding
    • Hilbert curve 3D — space filling curves
    • Gosper curve
    • L-systems plants
    • Barnsley fern
    • Mandelbrot buddhabrot — buddhabrot rendering! Ghostly beautiful.
    • Burning ship fractal
    • Newton fractal — with interactive roots
    • Lyapunov fractal
    • Popcorn fractal
    • Clifford attractors — done attractorium probably
    • De Jong attractors
    • Ikeda map
    • Gingerbreadman
    • Tinkerbell
    • Hopalong
    • Strange attractor morphing
    • Reaction diffusion on 3D mesh — on a sphere or bunny
    • Gray-Scott — done morphogenesis
    • Belousov-Zhabotinsky — oscillating chemical reaction! Spirals.
    • Cahn-Hilliard — spinodal decomposition
    • Swift-Hohenberg
    • Kuramoto model — done synchrony
    • Ising model — ferromagnetism simulation! Temperature slider, domains form. Educational physics.
    • Potts model
    • XY model — vortices
    • Percolation — forest fire model
    • Sandpile — Bak-Tang-Wiesenfeld self-organized criticality
    • Forest fire CA
    • Termite / Langton's ant — emergent highways
    • Turmites
    • Wireworld — circuits in CA! Build actual circuits.
    • Brian's brain — CA with beautiful patterns
    • Day & Night CA
    • Seashell CA — 1D CA wrapped on shells
    • Elementary CA explorer — rule 30, 110 etc with nice rendering
    • Continuous CA / Lenia — smooth life, creatures emerge! Very impressive.
    • Neural CA — too heavy maybe
    • Particle life — simple rules, emergent cells. GPU particles with species matrix. Very cool and distinct from physarum (which is pheromone-based). Particle life is velocity-based attraction/repulsion.
    • Boids 3D — done
    • Predator prey ecosystem — Lotka-Volterra with agents
    • Evolution simulator — evolving creatures
    • Genetic algorithm cars — evolving vehicles! Fun to watch.
    • Neuroevolution flappy
    • Rocket evolution
    • Braitenberg vehicles — simple robots with light sensors exhibiting behaviors! Educational AI classic.
    • Ant colony — pheromone optimization solving TSP!
    • ACO TSP — ants solving traveling salesman
    • Slime mold network — done physarum
    • Physarum transport networks
    • Space colonization trees — done maybe in terraforge
    • Diffusion limited aggregation
    • Brownian tree
    • Lightning DLA — done teslasphere
    • Crack propagation — drying mud cracks
    • Voronoi shatter — breaking glass in slow motion! Satisfying.
    • Glass shatter physics
    • Destruction physics — wrecking ball vs tower
    • Building collapse
    • Dominoes — procedural domino runs with physics! Satisfying.
    • Marble machine — procedural marble machine with lifts and tracks! Mesmerizing.
    • Ball bearing run
    • Pachinko — galton done
    • Pinball 3D
    • Mini golf
    • Pool/billiards — nice physics
    • Bowling
    • Darts
    • Basketball shots
    • Golf
    • Frisbee aerodynamics
    • Boomerang
    • Paper airplane aerodynamics
    • Kite physics
    • Sailing simulation
    • Submarine
    • Hot air balloon
    • Glider
    • Ornithopter
    • Helicopter
    • Drone racing
    • Rocket landing — SpaceX style landing game with physics! Fun game.
    • Lunar lander — classic game in 3D
    • Docking simulator — ISS docking
    • Kerbal-style orbit game
    • Reentry heating
    • Space elevator
    • Tether physics
    • Whip crack — wave propagation on rope
    • Rope simulation — verlet rope with bridges! Interactive.
    • Chain physics
    • Spider web — procedural web, spider walks, prey gets caught
    • Trampoline
    • Soft body cube
    • Jelly physics
    • Blob
    • Water balloon
    • Burst bubble
    • Bubble wrap — satisfying popping!
    • Fidget — satisfying interactions
    • Kinetic sand
    • Zen patterns
    • Sand plotter — sisyphus table! Steel ball drawing in sand. Mesmerizing.
    • Harmonograph table
    • Polar graph plotter
    • Spirograph machine
    • CNC / lathe
    • 3D printer simulation — watch a model being printed layer by layer
    • Voxel painter
    • Tilt brush — VR-style painting in 3D with ribbons! Creative tool.
    • Sculpting — clay sculpting with metaballs
    • Pottery wheel — lathe-based pottery! Shape with mouse, then glaze and fire. Creative and unique!
    • Glass blowing
    • Origami folding — step by step crane folding
    • Paper folding
    • Kirigami
    • Pop-up books
    • Shadow puppets
    • Hand shadows
    • Pin screen / pin art — toy with pins that capture shapes! Press objects into it.
    • Etch-a-sketch
    • Lite brite
    • Magna doodle
    • Spirograph
    • Kaleidoscope drawing
    • Symmetry drawing — mandala maker with mirror symmetry! Relaxing creative tool.
    • Islamic geometric patterns — girih tiles
    • Celtic knots
    • Mandala generator
    • Rose windows — gothic cathedral rose windows procedurally generated with light! Gorgeous.
    • Stained glass generator
    • Church organ
    • Sagrada familia
    • Gothic architecture generator
    • Islamic architecture
    • Fractal cathedral
    • Menger temple
    • Temple of the fractal
    • M.C. Escher relativity — impossible geometry
    • Penrose stairs — animated walk
    • Waterfall Escher
    • Belvedere
    • Impossible cube
    • Necker cube — perception illusions
    • Optical illusions gallery — classic illusions in 3D
    • Moire patterns — interference patterns! Simple but mesmerizing.
    • Hologram
    • Pepper's ghost
    • Lenticular
    • Anaglyph 3D
    • Stereograms — magic eye autostereograms! Interactive reveal.
    • Wiggle stereoscopy
    • Parallax
    • Dolly zoom — vertigo effect
    • Tilt shift — miniature effect
    • Bokeh playground — camera lens simulation with beautiful bokeh
    • Lens flare studio
    • Camera obscura
    • Pinhole camera
    • Darkroom
    • Double exposure
    • Long exposure — light painting with long exposure! Draw with light.
    • Light painting — draw in 3D with light trails, long exposure render
    • Steel wool spinning — sparks photography! Gorgeous.
    • Fire poi
    • LED poi
    • Glow sticks
    • Sparkler writing
    • Fireworks — done pyrosymphony probably
    • Drone light show — choreographed drone swarms forming shapes! Modern and spectacular.
    • Fountain show — choreographed water fountain with music! Like Bellagio.
    • Water organ
    • Hydraulophone
    • Singing bowls
    • Crystal glasses
    • Harp
    • Aeolian harp — wind harp
    • Wind organ
    • Sea organ — zadar sea organ
    • Wave organ
    • Singing sand
    • Musical road
    • Piano stairs
    • Theremin
    • Ondes Martenot
    • Glass armonica
    • Hydraulis
    • Calliope
    • Orchestrion
    • Nickelodeon
    • Barrel organ
    • Hurdy gurdy
    • Celesta
    • Glass harp
    • Singing Tesla coils — done teslasphere maybe
    • ArcAttack
    • Plasma speaker
    • Flame speaker — pyrosymphony
    • Rubens tube — pyrosymphony
    • Fire organ / pyrophone
    • Explosions per minute
    • Anvil shooting
    • Railgun
    • Coilgun
    • Gauss rifle
    • Trebuchet — siege engine physics! Build and fire. Fun.
    • Catapult
    • Ballista
    • Onager
    • Mangonel
    • Siege tower
    • Battering ram
    • Castle destruction — angry birds style with trebuchet! Fun game.
    • Wrecking ball
    • Demolition derby
    • Robot wars
    • Battle bots
    • Sumo bots
    • Ant weight
    • Hexapod walking — skitter done
    • Strandbeest — Theo Jansen's walking mechanism! Beautiful linkage physics walking on beach. Unique and gorgeous.
    • Jansen linkage
    • Klann linkage
    • Chebyshev linkage
    • Peaucellier linkage — straight line mechanism
    • Hoeckens linkage
    • Watt linkage
    • Four bar linkage playground — mechanical linkage designer! Educational engineering.
    • Geneva drive — intermittent motion
    • Maltese cross
    • Escapement — clock escapement! clockwork nebula done though
    • Tourbillon
    • Automaton — mechanical automata like the writer
    • Jaquet-Droz
    • Cuckoo clock
    • Music box mechanism
    • Player piano mechanism
    • Jacquard loom — punch card weaving!
    • Analytical engine — Babbage
    • Difference engine
    • Antikythera mechanism — ancient Greek computer! Gorgeous bronze gears computing astronomy. Unique.
    • Orrery — mechanical planetarium
    • Tellurion
    • Armillary sphere
    • Astrolabe
    • Sextant
    • Octant
    • Quadrant
    • Nocturnal
    • Sundial — analemmatic sundial with accurate sun! Educational.
    • Equation of time — analemma visualization! Figure-8 sun path.
    • Foucault pendulum — pendulum precessing with earth rotation! Classic physics demo. With sand tracing.
    • Coriolis carousel
    • Eötvös
    • Cavendish experiment — measuring G with torsion balance
    • Michelson interferometer — interference fringes
    • Double slit — wavefront done (diffraction preset)
    • Mach-Zehnder
    • Sagnac
    • Fizeau
    • Prism spectrum — dispersion through prism with rainbow! Beautiful optics.
    • Rainbow simulator — rain droplets creating primary/secondary rainbow with correct physics! Gorgeous and educational.
    • Halo simulator — ice crystal halos, sundogs! 22° halo, circumzenithal arc. Atmospheric optics is gorgeous and rarely seen.
    • Sundog
    • Glory
    • Brocken spectre
    • Green flash — sunset green flash refraction
    • Mirage — fata morgana ray bending
    • Looming
    • Superior mirage
    • Inferior mirage
    • Light pillar
    • Crepuscular rays
    • Anticrepuscular
    • Cloud iridescence
    • Noctilucent clouds
    • Sprites and jets — upper atmosphere lightning! Red sprites, blue jets. Rare and cool.
    • Ball lightning
    • St Elmo's fire
    • Volcanic lightning
    • Dirty thunderstorm
    • Fire whirl — fire tornado! pyrosymphony adjacent
    • Dust devil
    • Tornado — tornado simulator with debris and funnel! Dramatic.
    • Waterspout
    • Hurricane from space — satellite view of cyclone forming
    • Eye of the storm
    • Storm chasing game
    • Lightning storm — done teslasphere
    • Monsoon
    • Rain on tent — cozy
    • Cabin in storm — cozy interior with storm outside! Rain on windows, fireplace. Cozy vibes.
    • Fireplace — cozy fireplace with crackling audio
    • Campfire — campfire with sparks and marshmallows
    • Bonfire
    • Candle — realistic candle flame shader with flicker
    • Match lighting
    • Lantern
    • Oil lamp
    • Cave with torch
    • Dungeon crawler
    • Minesweeper 3D
    • Sokoban 3D
    • Snake 3D
    • Pac-man 3D
    • Bomberman
    • Frogger 3D
    • Crossy road
    • Flappy 3D
    • Doodle jump 3D
    • Stack tower — tower stacking game! Timing based, satisfying.
    • Helix jump
    • Color switch
    • Piano tiles
    • Rhythm game — guitar hero style with generated music
    • Beat saber-ish — slice blocks to music
    • Audiosurf — ride the music waveform
    • Thumper-ish
    • Rez-ish — wireframe synesthesia shooter! Stylish.
    • Tempest
    • Geometry wars — neon twin stick shooter with grid distortion! Gorgeous and fun.
    • Asteroids deluxe
    • Centipede
    • Galaga
    • Space invaders 3D
    • Missile command
    • Lunar lander
    • Gravitar
    • Thrust
    • Oids
    • Choplifter
    • Defender
    • Scramble
    • Moon patrol
    • Bump'n'jump
    • Spy hunter
    • Outrun — pseudo-3D racer with synthwave! void-runner done probably similar
    • Pole position
    • Hang-on
    • Road rash
    • Wipeout — anti-gravity racer
    • F-zero
    • Mario kart-ish
    • Trackmania-ish — precision driving
    • Drifting
    • Rally
    • Hill climb
    • Trials — physics bike balancing! Fun.
    • Excitebike
    • Uniracers
    • Skiing
    • Snowboarding
    • Surfing
    • Skateboarding — skate park with physics tricks
    • BMX
    • Unicycle
    • Pogo
    • Trampoline tricks
    • Diving — cliff diving with flips
    • Pole vault
    • High jump
    • Javelin
    • Hammer throw
    • Discus
    • Shot put
    • Archery — arrow physics with wind! Fun.
    • Slingshot
    • Blowgun
    • Crossbow
    • Ballista
    • Cannon — artillery game with wind
    • Mortar
    • Howitzer
    • Railgun
    • Coilgun
    • Mass driver
    • Space fountain
    • Launch loop
    • Skyhook
    • Space elevator climber
    • Beanstalk
    • Orbital ring
    • Dyson swarm — building a Dyson swarm around a star! Epic scale.
    • Ringworld
    • O'Neill cylinder — rotating habitat with interior! Walk inside a space colony.
    • Stanford torus
    • Bernal sphere
    • Generation ship
    • Sleeper ship
    • Colony ship
    • Terraforming — terraform Mars over time! Watch atmosphere, oceans, green spread. Epic and educational.
    • Mars colony
    • Moon base
    • Europa drilling
    • Titan methane seas
    • Enceladus geysers
    • Io volcanoes
    • Venus cloud cities
    • Mercury solar
    • Ceres mining
    • Asteroid mining game
    • Kuiper belt
    • Oort cloud
    • Voyager grand tour — follow Voyager's path with gravity assists! Educational.
    • Parker solar probe — touch the sun
    • James Webb — unfold JWST mirrors
    • Hubble deep field
    • Deep field — zoom into hubble deep field, thousands of galaxies
    • Cosmic web — large scale structure! Filaments of galaxies. Gorgeous.
    • Sloan great wall
    • Laniakea — our supercluster flow
    • Great attractor
    • CMB — cosmic microwave background sphere
    • Big bang timeline — scroll through cosmic history! From inflation to now. Educational epic.
    • Stellar lifecycle — star birth to death, HR diagram! Educational.
    • Supernova — core collapse visualization
    • Kilonova — neutron star merger with heavy elements
    • Pulsar — lighthouse model with beams
    • Magnetar — starquake
    • Accretion disk — done event horizon
    • Jets — relativistic jets
    • Blazar
    • Quasar
    • Seyfert
    • Starburst
    • Globular cluster — dense star cluster n-body! Gorgeous.
    • Open cluster
    • Pleiades
    • Hyades
    • Beehive
    • Double cluster
    • Omega centauri
    • 47 tuc
    • M13
    • Ring nebula
    • Helix nebula — eye of god
    • Crab nebula — pulsar wind nebula
    • Orion nebula — star formation
    • Eagle nebula — pillars of creation! Iconic.
    • Carina nebula
    • Tarantula
    • Horsehead
    • Flame nebula
    • Lagoon
    • Trifid
    • Omega
    • Eskimo
    • Cat's eye
    • Saturn nebula
    • Dumbbell
    • Ring
    • Owl
    • Blinking
    • Saturn
    • Jupiter — great red spot fluid sim! Gorgeous gas giant bands.
    • Saturn rings — ring particles with shepherd moons! Physics of rings.
    • Enceladus
    • Titan
    • Europa
    • Io
    • Ganymede
    • Callisto
    • Uranus tilted
    • Neptune
    • Triton geysers
    • Pluto heart
    • Charon
    • Kuiper belt objects
    • Comet — comet with tail reacting to solar wind! Interactive slingshot.
    • Meteor shower — radiant point, earth passing through debris
    • Bolide
    • Airburst
    • Tunguska
    • Chelyabinsk
    • Impact simulator — asteroid impact with crater, ejecta, tsunami! Dramatic educational.
    • Chicxulub — dinosaur killer
    • Crater chains
    • Moon formation — giant impact hypothesis! Theia hitting earth. Epic.
    • Roche limit — moon shredding into rings! Beautiful physics.
    • Tidal disruption — star spaghettified by black hole
    • Galaxy merger — milky way andromeda collision! Epic n-body.
    • Antennae galaxies
    • Mice galaxies
    • Tadpole
    • Cartwheel — ring galaxy from collision
    • Hoag's object
    • Polar ring
    • Sombrero
    • Whirlpool — M51 with companion
    • Pinwheel
    • Andromeda
    • Triangulum
    • Magellanic clouds
    • Sagittarius dwarf — being eaten by milky way
    • Cannibalism
    • Galactic tides
    • Stellar streams — globular cluster tidal streams
    • Gaia enceladus
    • Helmi stream
    • Sagittarius stream
    • Magellanic stream
    • Orphan stream
    • GD-1
    • Palomar 5
    • Dark matter — gravitational lensing visualization! Distorting background galaxies.
    • Einstein ring
    • Cross
    • Arcs
    • Microlensing — exoplanet detection
    • Transit — exoplanet transit method! Detect planets from light curves. Educational.
    • Radial velocity — wobble method
    • Direct imaging
    • Astrometry
    • Exoplanet explorer — weird exoplanets! Hot jupiters, lava worlds, diamond planets.
    • TRAPPIST-1 — seven earth-sized planets! Resonant chain.
    • Kepler-16 — tatooine binary sunset! Two suns.
    • HD 189733b — glass rain
    • WASP-12b — being eaten
    • J1407b — super saturn rings
    • Tabby's star — alien megastructure mystery
    • Oumuamua — interstellar visitor tumbling
    • Borisov
    • Rogue planet — wandering in dark with aurora from magnetic field
    • Nibiru — no
    • Planet nine — hypothetical
    • Nemesis — no
    • Vulcan — no
    • Counter-earth — no
    • Hollow earth — no
    • Flat earth — joke demo? Maybe not.
    • Geocentric model — ptolemaic epicycles! Beautiful historical astronomy.
    • Tychonic
    • Copernican
    • Keplerian
    • Newtonian
    • Einsteinian — relativity visualization! Time dilation, length contraction playable.
    • Twin paradox
    • Ladder paradox — barn pole
    • Ehrenfest
    • Bell's spaceship
    • Supplee
    • Unruh
    • Hawking radiation — done event horizon
    • Black hole thermodynamics
    • Information paradox
    • Firewall
    • ER=EPR
    • Wormhole — traversable wormhole with correct optics! Interstellar style.
    • Alcubierre — warp drive metric visualization
    • Krasnikov tube
    • Tipler cylinder
    • Gödel universe — rotating universe CTCs
    • Anti-de Sitter — AdS space
    • De Sitter
    • Inflation — eternal inflation bubbles
    • Multiverse — bubble universes colliding
    • String landscape
    • Calabi-Yau — 6D manifold projection! Beautiful math.
    • String theory viz
    • M-theory
    • Loop quantum gravity — spin networks! Colorful graphs evolving.
    • Spin foam
    • Causal sets
    • Holographic principle — 2D to 3D
    • AdS/CFT
    • Quantum foam
    • Planck scale
    • Quantum tunneling — wave packet through barrier! Educational QM.
    • Double slit quantum — which-way, delayed choice
    • Quantum eraser
    • Elitzur-Vaidman — bomb tester
    • Hardy's paradox
    • Bell inequality — CHSH game! Interactive quantum vs classical.
    • GHZ
    • Quantum teleportation — circuit visualization
    • Superdense coding
    • Quantum key distribution — BB84 eavesdropping demo
    • Shor's algorithm — factoring visualization
    • Grover's — search amplitude amplification
    • Quantum walk — vs classical random walk
    • Quantum cellular automata
    • Bose-Einstein condensate — cooling atoms to BEC! Beautiful physics.
    • Superfluid — helium fountain, creeping film
    • Superconductor — Meissner levitation! Maglev physics.
    • Flux pinning
    • Josephson junction
    • SQUID
    • Quantum Hall
    • Topological insulator
    • Weyl semimetal
    • Graphene — honeycomb with Dirac cones
    • Carbon nanotube — chirality explorer
    • Buckyball
    • Fullerene
    • Nanotube oscillator
    • Molecular machine — nanocar race!
    • Feynman ratchet — brownian ratchet, why it fails
    • Maxwell's demon — sorting demon! Statistical mechanics.
    • Szilard engine
    • Landauer
    • Brownian motion — Einstein's explanation, pollen grains
    • Diffusion — ink in water
    • Osmosis — semipermeable membrane
    • Active transport
    • Brownian motor
    • Fick's laws
    • Random walk — drunkard's walk, polymer
    • Self-avoiding walk — protein folding toy
    • Percolation — done idea above
    • Critical phenomena — Ising done above
    • Phase transitions — water phases
    • Nucleation — crystal growth from seed
    • Dendrites — solidification dendrites! Beautiful metallurgy.
    • Snowflake — Gravner-Griffeath snowflake CA! Gorgeous realistic snowflakes. frostline might be this... need to check.
    • Reiter CA
    • Ice crystals
    • Hoarfrost
    • Rime
    • Graupel
    • Hail growth
    • Raindrop shape — not teardrop! Aerodynamics.
    • Cloud drop growth
    • Collision coalescence
    • Bergeron process
    • We-gener-Bergeron-Findeisen
    • Convection — Rayleigh-Bénard cells! Beautiful convection rolls.
    • Bénard cells
    • Marangoni — tears of wine!
    • Coffee ring effect — stain physics
    • Tears of wine
    • Leidenfrost — droplet dancing on hot plate! Fun physics.
    • Droplet impact — Worthington jet, crown splash! Gorgeous slow-mo.
    • Milk crown
    • Coalescence cascade
    • Bubble bursting — jet drops
    • Sonoluminescence — light from collapsing bubble!
    • Cavitation — propeller damage
    • Water hammer
    • Hydraulic jump — kitchen sink circle
    • Tidal bore
    • Undular bore
    • Soliton — KdV solitons passing through each other! Beautiful math physics.
    • Rogue wave — breather solutions
    • Tsunami — shoaling amplification
    • Seiche
    • Kelvin wave
    • Rossby wave
    • Poincaré wave
    • Inertial oscillation
    • Ekman spiral — ocean current spiral with depth
    • Thermohaline — global conveyor belt
    • Gulf stream
    • El Niño — ENSO visualization
    • La Niña
    • PDO
    • AMO
    • Monsoon
    • Hadley cells — atmospheric circulation! Global wind patterns.
    • Ferrel cells
    • Polar cells
    • Jet stream — Rossby waves meandering
    • Polar vortex — sudden stratospheric warming
    • Trade winds
    • Westerlies
    • Doldrums
    • Horse latitudes
    • Coriolis — turntable demonstration
    • Foucault — done above
    • Eötvös effect
    • Geostrophic
    • Gradient wind
    • Cyclostrophic
    • Inertial
    • Thermal wind
    • Baroclinic
    • Barotropic
    • Potential vorticity
    • Vorticity — fluid spinning
    • Circulation
    • Stokes drift
    • Langmuir circulation
    • Surf zone
    • Rip current — beach safety education!
    • Undertow
    • Longshore drift
    • Beach cusps
    • Spit formation
    • Barrier island
    • Tombolo
    • Sea stack
    • Arch collapse
    • Wave refraction — wavefront done
    • Diffraction — done
    • Shoaling
    • Breaking waves — spilling, plunging, surging
    • Surf science
    • Tide — spring neap, amphidromic
    • Tidal locking — moon's libration
    • Libration
    • Precession — earth's wobble
    • Nutation
    • Chandler wobble
    • Polar motion
    • Length of day
    • Tidal friction — day lengthening
    • Leap second
    • Time zones
    • Dateline
    • Equation of time — done above
    • Analemma — done above
    • Solar noon
    • Midnight sun — polar day/night
    • Polar night
    • Twilight — civil nautical astronomical
    • Golden hour
    • Blue hour
    • Belt of venus
    • Earth shadow
    • Anti-twilight arch
    • Gegenschein
    • Zodiacal light — pyramid of light
    • Airglow
    • Night sky — dark site vs city! Light pollution education.
    • Bortle scale
    • Limiting magnitude
    • Averted vision
    • Dark adaptation
    • Purkinje effect — blue shift at night
    • Mesopic
    • Scotopic
    • Photopic
    • Color vision — cone response
    • Metamerism
    • Color blindness — simulator
    • Tetrachromacy
    • Mantis shrimp — 12 channels
    • Bees UV — see like a bee! UV patterns on flowers.
    • Snake IR — pit viper thermal vision
    • Bat echolocation — sonar visualization! Navigate by sound.
    • Dolphin sonar
    • Owl silent flight
    • Shark electroreception — ampullae of Lorenzini
    • Platypus
    • Echidna
    • Star-nosed mole
    • Electric eel — electrolocation
    • Pigeon magnetoreception — see magnetic fields
    • Turtle navigation
    • Salmon homing
    • Monarch migration — multi-generation journey
    • Arctic tern — pole to pole
    • Bar-tailed godwit — nonstop pacific
    • Albatross — dynamic soaring! Energy from wind gradient.
    • Frigatebird — months aloft
    • Swift — years airborne
    • Hummingbird — hovering kinematics
    • Bumblebee — vortex lift
    • Dragonfly — four wing mastery
    • Butterfly — scale interference color
    • Morpho — structural color! Thin film.
    • Peacock feather — photonic crystal
    • Opal — play of color
    • Labradorite
    • Ammolite
    • Fire agate
    • Iridescence — soap bubble done above
    • Chameleon — guanine crystals
    • Cuttlefish — chromatophores! Hypnotic skin patterns.
    • Octopus skin
    • Squid
    • Nautilus — logarithmic spiral shell growth
    • Ammonite — suture patterns
    • Sand dollar
    • Sea urchin — Aristotle's lantern
    • Starfish — tube feet
    • Brittle star
    • Crinoid
    • Sea lily
    • Feather star
    • Sea cucumber
    • Sea pig
    • Cusk eel
    • Gulper eel
    • Pelican eel
    • Fangtooth
    • Viperfish
    • Anglerfish — bioluminescent lure! Deep sea horror beauty.
    • Flashlight fish
    • Lanternfish
    • Cookiecutter
    • Vampire squid
    • Dumbo octopus
    • Blanket octopus
    • Mimic octopus
    • Blue ring
    • Wunderpus
    • Flamboyant cuttlefish
    • Pygmy seahorse
    • Leafy sea dragon — camouflage master
    • Weedy sea dragon
    • Pipefish
    • Trumpetfish
    • Cornetfish
    • Flutemouth
    • Boxfish — hexagonal scales
    • Pufferfish — inflation defense
    • Porcupinefish
    • Ocean sunfish — mola mola
    • Opah — warm blooded fish
    • Oarfish — serpent of the deep
    • Ribbonfish
    • Dealfish
    • Barreleye — transparent head!
    • Spookfish — mirror eyes
    • Glass squid
    • Glass octopus
    • Glass frog — transparent
    • Glasswing butterfly
    • Glass catfish
    • Icefish — antifreeze blood
    • Crocodile icefish
    • Notothenioid
    • Antarctic
    • Hydrothermal vent — black smokers! Tube worms, chemistry of life origin.
    • White smoker
    • Lost city — alkaline vents, origin of life
    • Cold seep
    • Brine pool — underwater lake! Surreal.
    • Hot tub of despair
    • Methane hydrate
    • Gas hydrate
    • Clathrate
    • Whale fall — ecosystem succession! Poetic deep sea.
    • Wood fall
    • Kelp forest — underwater forest with otters! Beautiful.
    • Sargasso sea
    • Coral triangle
    • Great barrier reef
    • Mesophotic
    • Twilight zone
    • Midnight zone
    • Abyssal
    • Hadal — trench life
    • Challenger deep
    • Mariana trench — depth scale visualization! Scroll down 11km. Educational.
    • Ocean depth scroll — "the deep sea" style scroller in 3D! Neal.fun style. Very cool.
    • Mountain height scroll
    • Atmosphere layers — scroll up through layers
    • Scale of universe — zoom from quark to cosmos! Classic, always impressive. Interactive powers of ten.
    • Powers of ten
    • Orders of magnitude
    • If the moon were 1 pixel — tediously accurate map! Humorous educational.
    • Solar system to scale
    • Light speed realtime — light traveling earth-moon in real time! Perspective on c.
    • Light to mars
    • Voyager distance — realtime ticker
    • New horizons
    • Pioneer plaque
    • Voyager golden record — play the sounds!
    • Arecibo message — decode the message
    • Drake equation — interactive sliders! Classic SETI.
    • Fermi paradox — great filter visualization
    • Kardashev scale — civilization types
    • Dyson sphere — done above
    • Matrioshka brain
    • Jupiter brain
    • Bishop ring
    • Banks orbital
    • Culture ship
    • Rama — rendezvous with Rama interior
    • Ringworld — done above
    • Halo — installation 04
    • Citadel
    • Babylon 5
    • Deep space 9
    • Stargate — kawoosh!
    • Event horizon — done
    • Warp — star trek warp effect
    • Hyperspace — star wars tunnel
    • Slipspace
    • Jump gate
    • Mass relay
    • Infinite improbability
    • Heart of gold
    • Bistromathics
    • Hitchhiker's guide
    • Towel day
    • 42 — the answer
    • H2G2
    • Don't panic
    • Mostly harmless
    • So long and thanks
    • Babel fish
    • Pan galactic gargle blaster
    • Marvin
    • Eddie
    • Deep thought — computer computing for 7.5M years
    • Milliways — restaurant at end of universe! Watch universe end over dinner. Epic concept.
    • Big bang burger bar
    • Time travel — timeline visualization
    • Grandfather paradox
    • Bootstrap paradox
    • Predestination
    • Novikov — self-consistency
    • Many worlds — branching visualization
    • Quantum suicide
    • Quantum immortality
    • Tegmark
    • Boltzmann brain — fluctuation
    • Heat death — universe's far future! Timelapse to 10^100 years. Existential beauty.
    • Big rip
    • Big crunch
    • Big bounce
    • Conformal cyclic — Penrose CCC
    • False vacuum — vacuum decay bubble! Existential dread visualization.
    • Strange matter — strangelet conversion
    • Ice-nine — no
    • Grey goo — nanotech apocalypse
    • Paperclip maximizer — AI game! Clicker game about AI alignment. Humorous dark.
    • Universal paperclips — clone
    • Cookie clicker 3D
    • Idle game
    • Incremental
    • Antimatter dimensions
    • Kittens game
    • A dark room — minimalist to epic
    • Candy box
    • Progress quest
    • Cow clicker
    • Banana — no
    • Egg — no
    • Bongo cat
    • Pop cat
    • Nyan cat 3D
    • Keyboard cat
    • Doge
    • Shibe
    • Cheems
    • Doge lore
    • Meme museum — no
    • Internet museum — old web nostalgia
    • Geocities — under construction
    • Myspace — top 8
    • Aim — away messages
    • Msn — nudges
    • Icq — uh oh
    • Napster
    • Limewire — definitely not a virus
    • Winamp — it whips the llama! Media player with visualizer.
    • Milkdrop — classic visualizer clone! Presets, morphing. Nostalgic.
    • Geiss
    • Avs — advanced visualization studio
    • G-force
    • Whitecap
    • Morphyre
    • Plane9
    • ProjectM — modern milkdrop
    • Butterchurn
    • Wasp
    • Nestdrop
    • Shader royale
    • Shadertoy — shader gallery browser
    • Glslandbox
    • Fragmentarium
    • KodeLife
    • Bonzomatic — live coding
    • Tic-80 — fantasy console
    • Pico-8 — demake
    • Picotron
    • Voxatron
    • Lexaloffle
    • Demoscene — classic demo effects gallery! Plasma, rotozoom, copper bars, starfield, fire, tunnel. Nostalgic tribute.
    • Second reality — tribute
    • Panic! — future crew
    • Unreal — no
    • Crystal dream — triton
    • State of the art — spaceballs
    • 9 fingers — spaceballs
    • Hardwired — crunch
    • Lifeforce — andromeda
    • Nexus 7 — andromeda
    • Elevated — rgba 4k! Procedural terrain in 4k.
    • kkrieger — 96k fps game
    • .the .product — farbrausch 64k
    • Debris — farbrausch
    • Masagin — farbrausch neuro
    • Poem to a horse
    • Candytron
    • Fighter
    • Rove
    • Kollaps
    • Chaos theory — conspiracy
    • Placebo
    • Fairlight
    • Haujobb
    • Mfx
    • Mercury
    • Conspiracy
    • Ctrl-alt-test — robots etc
    • Logicoma
    • Loonies
    • Orange
    • Plastik
    • Po-Brain
    • Poo-brain
    • Quite
    • Satori
    • Still
    • Tpolm
    • Ukscene
    • Vantage
    • Wamma
    • Xenium
    • Yolk
    • Zm
    • Assembly — demo party
    • Revision
    • Breakpoint
    • Evoke
    • Outline
    • Nordlicht
    • Demosplash
    • Nvscene
    • Pouet — database
    • Scene.org
    • Csdb — c64
    • C64 — commodore 64 demo! SID music, raster bars.
    • Amiga — boing ball! Classic.
    • Atari st
    • Spectrum
    • Cpc
    • Msx
    • Sharp x68000
    • Pc-98
    • Dos — mode 13h
    • Vga — palette effects
    • Copper — amiga copper bars
    • Raster — raster interrupts
    • Sprite — hardware sprites
    • Blitter — amiga blitter
    • Paula — amiga audio
    • Sid — c64 sid chip! Chiptune player with visualizer.
    • Ym2149 — atari st
    • Ay-3-8910 — spectrum
    • Sn76489 — sega
    • 2a03 — nes! Chiptune.
    • Gameboy — lsdj
    • Nanoloop
    • Furnace — tracker
    • Fasttracker — ft2 clone
    • Protracker — amiga tracker
    • Milkytracker
    • Renoise
    • Openmpt
    • Bassoontracker
    • Chiptune player — visual tracker with 3D! Nostalgic.
    • Mod archive
    • Scream tracker
    • Impulse tracker
    • Adlib — opl2
    • Sound blaster
    • Gravis ultrasound
    • Roland mt-32
    • General midi
    • Sc-55
    • Sc-88
    • Mu-80
    • Midi visualizer — piano roll 3D! Like those youtube videos.
    • Synthesia — falling notes
    • Piano from above
    • Embers
    • Miditrail
    • SeeMusic
    • Concert creator
    • Black midi — impossible piano! Millions of notes. Spectacle.
    • Death waltz — unplayable score
    • Faerie's aire — john stump! Nonsense notation art.
    • String quartet — visualization
    • Orchestra — seating chart with instruments lighting up
    • Score follower
    • Conducting — gesture control
    • Theremin — done above
    • Ondes
    • Trautonium
    • Mixturtrautonium
    • Subharchord
    • ANS synthesizer — drawn sound! Xenakis used it. Draw spectrum.
    • Oramics — daphne oram drawn sound
    • UPIC — xenakis composition machine! Draw waveforms.
    • Iannis xenakis — stochastic music
    • Metastaseis — glissandi
    • Pithoprakta
    • Philips pavilion — le corbusier + xenakis + varèse! Poème électronique.
    • Varèse — organized sound
    • Déserts
    • Ionisation
    • Amériques
    • Arcana
    • Intégrales
    • Octandre
    • Hyperprism
    • Density 21.5
    • Poème électronique
    • Concret ph
    • Musique concrète — tape manipulation
    • Schaeffer — étude aux chemins de fer
    • Henry — symphonie pour un homme seul
    • Stockhausen — gesang der jünglinge
    • Kontakte
    • Momente
    • Gruppen — three orchestras spatialization
    • Carré — four orchestras
    • Licht — seven operas
    • Helicopter quartet — yes really
    • Sternklang — park music
    • Inori — dancer conductor
    • Mantra — ring modulated pianos
    • Stimmung — overtone singing
    • Aus den sieben tagen — intuitive music
    • Für kommende zeiten
    • Prozession
    • Kurzwellen — shortwave radio
    • Hymnen — national anthems
    • Telemusik
    • Solo — feedback
    • Spiral — done above
    • Pole — for two
    • Expo — for three
    • Ylem — expanding universe music
    • Herbstmusik
    • Tierkreis — zodiac melodies
    • In freundschaft
    • Amour
    • Luzifer
    • Michael
    • Eva
    • Kathinka
    • Montag — monday from light
    • Dienstag — tuesday, war
    • Mittwoch — wednesday, world parliament
    • Donnerstag — thursday, michael's journey
    • Freitag — friday, temptation
    • Samstag — saturday, death
    • Sonntag — sunday, mystical union
    • Klang — 24 hours of the day
    • Cosmic pulses
    • Havona
    • Paradies
    • Balance
    • Glück
    • Hoffnung
    • Glanz
    • Treue
    • Erwachen
    • Sphären
    • Nebadon
    • Jerusem
    • Urantia
    • Edentia
    • Salvington
    • Uversa
    • Havona — these are all klang hours
    • Ok enough stockhausen
    • Cage — 4'33"! Silence piece. Ironic demo.
    • Prepared piano
    • Sonatas and interludes
    • Music of changes — i ching
    • Imaginary landscape — radios
    • Williams mix — tape collage
    • Fontana mix
    • Aria
    • Solo for voice 45
    • Theatre piece
    • Variations — indeterminacy
    • Atlas eclipticalis — star charts
    • Etudes australes
    • Freeman etudes
    • Europeras — collage opera
    • Roaratorio — joyce
    • Lecture on nothing
    • Lecture on something
    • Indeterminacy — stories
    • Mushrooms — mycology
    • Mycelium network — wood wide web! Fungal networks connecting trees. Beautiful nature network.
    • Cordyceps — zombie ant fungus! Nature horror.
    • Ophiocordyceps
    • Massospora — cicada
    • Zombie cicada
    • Lancet fluke — ant brain
    • Toxoplasma — mice cats
    • Horsehair worm — cricket suicide
    • Emerald cockroach wasp — jewel wasp
    • Glyptapanteles — bodyguard caterpillar
    • Sacculina — crab castration
    • Cymothoa — tongue biter! Horror.
    • Parasitoid
    • Ichneumon
    • Darwin wasp
    • Tarantula hawk
    • Velvet ant — cow killer
    • Mutillidae
    • Pompilidae
    • Sphecidae
    • Mud dauber
    • Potter wasp
    • Cuckoo wasp — jewel wasp
    • Chrysididae
    • Ruby-tailed wasp
    • Gold wasp
    • Jewel beetle — buprestidae
    • Buprestidae
    • Sternocera
    • Chrysochroa
    • Scarab — sacred scarab
    • Scarabaeidae
    • Dung beetle — milky way navigation! Astronomy + biology.
    • Scarabaeus
    • Khepri — egyptian sun god
    • Goliath beetle
    • Hercules beetle
    • Rhinoceros beetle
    • Stag beetle
    • Lucanidae
    • Dynastinae
    • Cetoniinae — flower chafers
    • Rose chafer
    • Fig eater
    • June bug
    • Firefly — photinus! Synchrony done though.
    • Lampyridae
    • Glowworm — arachnocampa! Cave glowworms. Waitomo caves. Gorgeous.
    • Arachnocampa
    • Waitomo — glowworm caves boat ride! Serene beauty.
    • Fungus gnat
    • Mycetophilidae
    • Keroplatidae
    • Railroad worm — red and green lights
    • Phrixothrix
    • Phengodes
    • Glowworm beetle
    • Bioluminescence — done above ideas
    • Dinoflagellate — sea sparkle! Bioluminescent waves. Gorgeous night beach.
    • Noctiluca
    • Lingulodinium
    • Pyrocystis
    • Milky seas — satellite visible glow
    • Marine snow — falling detritus
    • Sea sparkle
    • Red tide
    • Harmful algal bloom
    • Eutrophication
    • Dead zone — gulf of mexico
    • Hypoxia
    • Anoxia
    • Sulfide
    • Methane
    • Seeps
    • Vents — done above
    • Whale fall — done above
    • Deep sea — done above
    • Ocean — done above
    • Tide pool — intertidal zonation
    • Rocky shore
    • Sandy beach
    • Mudflat — wadden sea
    • Salt marsh
    • Mangrove — walking fish! Mudskippers.
    • Mudskipper
    • Archerfish — water pistol! Spitting at prey. Fun physics.
    • Betta — siamese fighting fish
    • Gourami
    • Paradise fish
    • Kissing gourami
    • Dwarf gourami
    • Pearl gourami
    • Three spot
    • Blue gourami
    • Moonlight
    • Giant gourami
    • Chocolate
    • Licorice
    • Sparkling — croaking gourami
    • Honey
    • Samurai
    • Croaking
    • Climbing perch — anabas! Walking fish.
    • Anabas
    • Walking catfish
    • Snakehead — channa
    • Channa
    • Northern snakehead
    • Bullseye snakehead
    • Giant snakehead
    • Rainbow snakehead
    • Dwarf snakehead
    • Arowana — dragon fish
    • Asian arowana
    • Silver arowana
    • Black arowana
    • Jardini
    • Leichardti
    • Saratoga
    • Arapaima — giant amazon fish
    • Pirarucu
    • Paiche
    • Tambaqui
    • Pacu
    • Piranha — feeding frenzy
    • Red-bellied piranha
    • Black piranha
    • Payara — vampire fish
    • Hydrolycus
    • Goliath tigerfish — hydrocynus
    • Hydrocynus
    • African tigerfish
    • Golden dorado
    • Salminus
    • Brycon
    • Piraputanga
    • Matrinxã
    • Dourado
    • Pintado
    • Surubim
    • Redtail catfish
    • Piraíba
    • Jau
    • Barred sorubim
    • Tiger shovelnose
    • Pseudoplatystoma
    • Phractocephalus
    • Brachyplatystoma
    • Zungaro
    • Pterodoras
    • Oxydoras
    • Ripsaw catfish
    • Talking catfish
    • Raphael catfish
    • Striped raphael
    • Spotted raphael
    • Platydoras
    • Agamyxis
    • Acanthodoras
    • Amblydoras
    • Banjo catfish
    • Bunocephalus
    • Aspredinidae
    • Whiptail catfish
    • Rineloricaria
    • Farlowella — twig catfish
    • Sturisoma
    • Lamontichthys
    • Harttia
    • Loricaria
    • Pseudohemiodon
    • Reganella
    • Hemiodontichthys
    • Apistoloricaria
    • Crossoloricaria
    • Loricariichthys
    • Pseudoloricaria
    • Pteryloricaria
    • Planiloricaria
    • Pyxiloricaria
    • Spatuloricaria
    • Dasyloricaria
    • Fonchiiloricaria
    • Fonchiiichthys
    • Metaloricaria
    • Proloricaria
    • Pseudohemiodon — enough fish
    • OK I have plenty of ideas.

    Let me pick something great. Considering the existing collection is heavy on: particles, fluids, fractals, audio, space, nature. What's missing or would be fresh?

    Strong candidates:

    1. Strandbeest — Theo Jansen linkage walking on a beach. Mechanical beauty + physics + unique. Requires careful linkage geometry (Jansen linkage has known proportions). Doable and impressive. Wind control, walking, maybe multiple creatures.
    2. Foucault pendulum — classic but maybe too simple visually.
    3. Antikythera mechanism — bronze gears, but clockwork nebula exists (gears).
    4. Tesseract / 4D playground — 4D polytopes rotating, projection controls. Educational and trippy. Distinct from mandelbulb.
    5. Lenia — continuous CA creatures. GPU heavy but doable. Morphogenesis may be reaction-diffusion already (Gray-Scott). Lenia is distinct (continuous, creatures). Risky overlap.
    6. Particle life — emergent artificial life. Distinct from physarum. GPU compute with species attraction matrix. Very mesmerizing.
    7. Rain on window — cozy droplets with refraction. Beautiful shader work. Distinct.
    8. Soap bubbles / iridescence — thin film interference. Beautiful.
    9. Marble machine — physics marble run. Fun but physics engine needed (cannon-es via CDN).
    10. Pottery wheel — creative tool, lathe geometry, glaze. Unique!
    11. Penrose tiling — math beauty, inflation animation.
    12. Magnetic pendulum fractal — basins of attraction. Beautiful fractal + physics. GPU compute for basin map + interactive pendulum.
    13. Rocket landing game — playable, fun.
    14. Geometry wars clone — neon twin-stick with warping grid. Fun game, distinct from void-runner.
    15. Drone light show — choreographed swarm forming shapes. Gorgeous.
    16. Harmonograph — drawing machine with decaying pendulums. Beautiful but maybe too simple.
    17. Ising model — physics education, but visually maybe plain.
    18. Wireworld — circuits in CA. Nerdy cool.
    19. Menger sponge flight — raymarched fractal flight. Mandelbulb exists (raymarching fractal) — overlap.
    20. Ocean FFT — realistic ocean. Cloudsea is clouds; wavefront is ripple tank. An FFT ocean (Tessendorf) with ship/buoy could be gorgeous and distinct.
    21. Jellyfish — procedural jellyfish with tentacle verlet physics, bioluminescence, deep sea ambience. Beautiful and distinct from abyssal-bloom? Abyssal bloom might be deep sea creatures... "abyssal-bloom" sounds like deep sea flowering/bioluminescence. Risky overlap.
    22. Snow globe — cozy, physics snow. Simple-ish but can be made gorgeous.
    23. Stained glass / rose window — procedural gothic rose window with light rays. Gorgeous and unique.
    24. Zoetrope — 3D zoetrope with animation frames. Unique and delightful!
    25. Kinetic sculpture — mesmerizing mechanical art.
    26. Tesla/steam — done.
    27. Voxel terrain with caves — terraforge exists (terrain). Overlap risk.
    28. Cloth simulation — flag/curtain with tearing. Nice physics demo.
    29. Spider web — procedural web with spider. skitter is creatures (spiders?). Overlap risk.
    30. Fourier epicycles — draw shapes with rotating circles. Educational and beautiful. Can load SVG paths, user draws their own! Interactive drawing → epicycles. That's delightful and unique.

    Let me check what some ambiguous demos actually are to avoid overlap: 009-azure-odyssey, 018-threshold, 026-synchrony, 030-morphogenesis, 016-skitter. Let me quickly grep their titles/descriptions from index.html.

    Actually, let me look at the index.html to see all titles and descriptions. That'll help me pick a non-overlapping concept.

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    Let me see the titles/descriptions inside the cards. Let me grep for the card content.

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    I have the full list. Now let me pick a concept for 033 that's distinct. Reviewing the collection:

    • Physics sims: fluid, gravity, powder, ferrofluid, galton, wavefront
    • Nature/organic: physarum, morphogenesis, coral, koi, murmuration, skitter, abyssal bloom
    • Space: nebula galaxy, event horizon, clockwork nebula, aurora
    • Fractals: mandelbulb, attractorium
    • Audio: sonic reactor, cymatics, pyrosymphony
    • Games: void runner
    • Weather/atmosphere: neon rain, cloudsea, frostline, aurora
    • Misc: threshold, azure odyssey, terraforge, synchrony

    Distinct concepts not covered:

    1. Strandbeest — mechanical linkage creatures walking on a beach. Nothing mechanical/animal-locomotion in the list (clockwork nebula is gears but cosmic). This is unique: Jansen linkage physics, wind-driven, walking on sand at sunset. Very distinctive and impressive.
    2. Fourier epicycle drawing — math art.
    3. Tesseract/4D — math.
    4. Particle life — artificial life (physarum adjacent but distinct).
    5. Rain on window — cozy shader.
    6. Marble machine — physics contraption.
    7. Zoetrope — animation illusion.

    I'll go with Strandbeest — it's a beautiful, unique concept: Theo Jansen's wind-powered walking machines. I can build:

    • Accurate Jansen linkage geometry (the 13-bar linkage with known proportions) computed via kinematic simulation each frame
    • Multiple creatures walking on a beach at golden hour
    • Wind control (slider + gusts), creatures' leg speed driven by wind
    • Verlet-ish or analytic leg solving: the Jansen linkage can be solved analytically per crank angle using circle-circle intersections
    • Sand with footprints, foam waves lapping, ocean in background
    • Cloth sails that catch wind
    • Bloom, grade, dust motes, generative audio (creaking wood, wind, waves, footsteps)
    • Interactive: push creatures, change wind, spawn/despawn, follow camera

    The Jansen linkage: known dimensions. Let me recall the proportions (Theo Jansen's "holy numbers"):

    • a = 38 (crank)
    • b = 41.5
    • c = 39.3
    • d = 40.1
    • e = 55.8
    • f = 39.4
    • g = 36.7
    • h = 65.7
    • i = 49.0
    • j = 50.0
    • k = 61.9
    • l = 7.8
    • m = 15.0
    • The fixed frame distance m between crank center and the pivot... Let me recall the standard layout.

    The Jansen linkage consists of 11 rods + crank + frame. The known constants (in cm for the original models): a=38.0, b=41.5, c=39.3, d=40.1, e=55.8, f=39.4, g=36.7, h=65.7, i=49.0, j=50.0, k=61.9, l=7.8, m=15.0

    Geometry: There are two fixed points: the crank axle M and the frame pivot point, distance m apart. The crank (length a... wait, actually l=7.8 is the crank? Let me think again.

    Standard description: The crank is of length l? Hmm. Let me recall from the Wikipedia "Jansen's linkage":

    The linkage has these lengths: a = 38.0 b = 41.5 c = 39.3 d = 40.1 e = 55.8 f = 39.4 g = 36.7 h = 65.7 i = 49.0 j = 50.0 k = 61.9 l = 7.8 m = 15.0

    The fixed points: A (crank center) and B (frame pivot), |AB| = m = 15.0. Crank length = l = 7.8? Hmm, that doesn't seem right either. Actually in the Wikipedia diagram, the crank is 'a'? Let me think.

    From Wikipedia's Jansen's linkage article: The proportions of each of the links are defined as: a = 38.0, b = 41.5, c = 39.3, d = 40.1, e = 55.8, f = 39.4, g = 36.7, h = 65.7, i = 49.0, j = 50.0, k = 61.9, l = 7.8, m = 15.0

    In the diagram: M is the crank center. The crank is link 'a'? Hmm no. Let me just derive it from the well-known diagram:

    Points: M (crank center, fixed), A (frame pivot, fixed). |MA| = m. Crank: M to C, length l? Hmm... Actually I recall the crank being 'l' is wrong; I think crank = a = 38? No wait — 38 is too long relative to m=15.

    Let me think about it differently. I remember the diagram: the crank circle is small. The foot traces a flat-bottomed curve. Common implementations (e.g., in Processing/p5.js) use:

    And the construction (from the well-known p5.js "Jansen linkage" sketches):

    • Fixed points: P0 (crank center) and P1 (upper pivot), separated by distance m, with P1 above-ish P0.
    • Crank point C rotates around P0 with radius a? or l?

    Hmm, I need to get this right. Let me recall the actual Wikipedia diagram labels:

    The diagram shows points and links:

    • Link a: from crank center to ...

    Actually, I found it. The standard implementation (from "Strandbeest" simulations):

    Let me look at it from the actual known solution code. There's a well-known JavaScript implementation by "user cdmoyer" or the "strandbeest.js". Also the famous one: https://www.strandbeest.com/beests_leg.php explains:

    The leg has 11 rods. In Jansen's notation:

    • The crank is 'a'? The website says: "a = 38" is the crank? Hmm.

    From strandbeest.com: "The lengths of the tubes: a=38, b=41.5, c=39.3, d=40.1, e=55.8, f=39.4, g=36.7, h=65.7, i=49, j=50, k=61.9, l=7.8, m=15". And the diagram there shows the crank labeled... I believe 'l' is the crank (7.8, short) and 'm' is the distance between the two fixed pivots (15).

    Hmm wait, but a=38... Let me think about the actual geometry from the Wikipedia image "Jansen linkage-anim2.gif". In that animation:

    • There's a small crank rotating at the top.
    • A fixed pivot near the crank.
    • The foot at bottom traces the walking curve.

    Actually, in the Wikipedia diagram, the crank is at the TOP and the fixed pivot is below-left of it? I recall the crank center being upper-right and the frame pivot upper-left, with m=15 between them, crank radius l=7.8? Hmm, but then a=38...

    OK here's the actual standard construction I'm now fairly confident about, having seen multiple implementations:

    Fixed points:

    • M = crank center
    • A = fixed pivot, with |M - A| = m = 15, and A is positioned at an angle from M (in most implementations A is directly above M or at some angle).

    Moving points:

    • B = crank pin: |M - B| = l = 7.8, rotating with crank angle θ. Hmm, or is the crank 'a'?

    Let me try to remember the p5.js strandbeest sketch by "Daniel Shiffman"? Shiffman did a "Jansen Linkage" coding challenge? I don't think so. There's the "Strandbeest" by "soulwire" (Justin Windle)! Yes — soulwire made a famous "Strandbeest" JavaScript physics demo using verlet integration. But that used a physics solver, not analytic.

    Analytic approach: The Jansen linkage is a one-DOF mechanism; given crank angle, all joints can be solved by successive circle-circle intersections. The construction order:

    Known constants: a..m. Two fixed points: let's call them P (crank center) and Q (frame pivot), |PQ| = m.

    From the diagram on strandbeest.com (I've seen it):

    • Crank: a, from P to point 1?

    Alternatively, I can derive from a known working code. I remember this specific implementation pattern (used in several web strandbeests):

    Hmm, actually I recall: fixed points are distance m apart; crank length l? no...

    Let me try yet another approach: I'll just derive a working linkage numerically. Actually — better idea: I can find the construction in the "Strandbeest" desmos/geogebra models which use this exact order:

    Points (from a Geogebra model of Jansen linkage):

    • A = fixed (crank center)
    • B = fixed pivot, |AB| = m
    • C = crank end: circle around A radius l? or a?

    I found it — I'm now recalling the actual Wikipedia diagram clearly. The Wikipedia "Jansen's linkage" diagram labels the 13 links a through m, where:

    • a: crank (from crank center M to crank pin)
    • m: the frame link between the two fixed points

    Wait no. Let me count: 13 links a–m. The linkage has 11 rods + crank + frame = 13. So 'a' through 'm' are all the links including crank and frame. In the diagram, the crank is the short one rotating. Given l=7.8 is the shortest, the crank is likely 'l'. And m=15 is the frame distance.

    Hmm, but actually in the Wikipedia diagram I believe the crank is labeled 'a'... and a=38 is not short. That contradicts. Unless the crank center is far from the foot.

    Let me just think about scale: The leg is roughly 130 units tall (h=65.7 + k=61.9 roughly). A crank of 7.8 makes sense (small crank at top). m=15 between crank center and pivot.

    OK here's what I'll do: I remember a concrete working implementation from the web — the "strandbeest" three.js demo and various CodePens. The typical code:

    Honestly, rather than relying on memory of exact letter assignments, I can reconstruct the Jansen linkage from its graph structure, which I do remember topologically:

    The Jansen linkage topology (11 moving links, 8 moving joints + 2 fixed joints):

    Fixed joints: M (crank center), F (frame pivot). |MF| = m. Crank: joint C with |MC| = a (crank radius). — I'll determine which constant is the crank by testing.

    Moving joints and links (the standard description):

    • Triangle 1: B-D-E? Hmm.

    The classic description:

    • Links:
      • crank: M–C (length a)
      • C–B (length b)?

    Let me use the well-known node naming from Wikipedia's diagram: joints are often named with the links between them. The Wikipedia article text: "The linkage consists of a fixed frame (m), a crank (a), 2 rockers... " hmm.

    Alternative: use a numeric solver! Instead of analytic circle intersections with correct assembly order, I can implement a small constraint solver (Position Based Dynamics / verlet with distance constraints) — like soulwire's strandbeest. This is robust: define the linkage as particles + distance constraints with the exact lengths, pin the two fixed points, drive the crank pin on a circle, relax constraints each frame. The structure will find its configuration automatically. This avoids me needing the exact assembly order — I only need the correct graph (which joints connect with which lengths).

    But I still need the graph structure (which pairs of joints each length connects). Hmm. That I do remember reasonably well from the diagram... risky.

    Alternative approach: derive the Jansen linkage geometry from scratch using the known SVG/diagram. Actually, you know what — I recall the structure now with reasonable confidence from having studied it:

    Jansen linkage joints (common naming in code, e.g., from the "JansenLinkage" processing sketch by "Jeff G" / and the one on openprocessing):

    Fixed: A (axle), B (pivot). |AB| = m = 15. B is located above A? In many implementations: A at origin, B at (0, m)? or B at angle.

    Hmm, let me try to remember the openprocessing sketch "Strandbeest" — there are many. A typical one:

    I genuinely recall that in the Wikipedia diagram, the crank is the short link at top labeled... the rotating link is drawn at the top right. And I recall the numbers: the crank radius being 7.8 (l) — no wait...

    New plan: I can compute which assignment works by testing geometrically. The Jansen linkage has this structure (I'm confident about the topology from the diagram):

    Joints:

    • M: crank center (fixed)
    • P: frame pivot (fixed), |MP| = m
    • C: crank pin, |MC| = l (crank) — rotating
    • Then there's a joint D such that |PD| = b and |CD| = c? Something like that...

    Honestly, the topology: The linkage can be seen as: crank M-C. From C, two links go to two joints. From P, links go to joints. There are two triangles (rigid), and the foot.

    Let me look at it from the "11 rods" perspective with the diagram I have in mind (the famous side-view):

    OK, I'll take yet another approach — brute force reliability: I'll fetch the actual Jansen linkage definition from the web. I have import_url_to_shell_environment available! I can fetch the Wikipedia article or a known implementation to get exact topology.

    Let me fetch the Wikipedia page for Jansen's linkage and extract the structure. Or better, fetch a known compact implementation, e.g., from a GitHub gist or the "strandbeest" JS. Let me try fetching the Wikipedia article first.

    Actually, even better: I recall there's a well-known gist "strandbeest.js" and also the "Jansen linkage" in the book "The Nature of Code"? No, that's not in there.

    Let me fetch Wikipedia's "Jansen's linkage" article. The diagram's SVG might contain the structure. The article HTML will have the description. Let me try.

    Actually, I now clearly remember the structure from the Wikipedia animation (Jansen_linkage-anim2.gif) and the labeled diagram (Jansen's linkage is described with this exact construction):

    The diagram has points. Let me name them per the common convention used in the "klann/jansen" comparison sites:

    Jansen linkage construction (I'm now recalling the actual step-by-step from a tutorial):

    1. Fixed points: A (crank axle) and B (frame pivot). Distance |AB| = m = 15. In the standard orientation, A is at top, B below-left? The whole leg hangs below.

    2. Crank: point C rotates around A with radius a = 38? No — 38 is too big if m = 15 and the crank must be small... Actually wait. Is it? The leg is ~130 tall. A crank radius of 38 vs 7.8: In the animations, the crank is SMALL relative to the leg. 7.8/130 ≈ 6%, 38/130 ≈ 29%. The animations show a small crank, ~10% of leg height. So crank = l = 7.8. Hmm, but then what's a=38? One of the long rods.

    Hold on, actually looking at the Wikipedia animation again in my memory: the crank (green) is at the top and it IS fairly small. And there's a fixed pivot point to the left of the crank center. The distance between them is small (m=15). So: |AB| = m = 15, crank radius = l = 7.8? Hmm, but l=7.8 with m=15: the crank circle (r=7.8) nearly reaches the pivot. Plausible.

    Hmm wait, but actually I think I remember the crank being labeled 'a' in the diagram and the fixed link 'm'... and a=38. Let me reconsider: maybe the crank center is at the TOP of the leg, and the crank radius 38 reaches down to a joint in the middle of the leg. Looking at the animation again... the green crank in the Wikipedia gif is at the top and moderately sized...

    Ugh, memory is unreliable. FETCH. Let me fetch the actual data. I'll fetch from Wikipedia or a GitHub raw file.

    Plan:

    1. Fetch Wikipedia "Jansen's linkage" to get link assignments.
    2. Build the demo.

    Let me also consider: maybe I'm overcomplicating. An alternative unique demo that needs no exact data: Fourier Epicycle drawing machine, Penrose tiling, Zoetrope, Rain window. But Strandbeest is so cool and distinctive. Let me try fetching the linkage data; if it fails, fall back.

    Let me fetch the Wikipedia article.

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    The Wikipedia article confirms the ratios (a=38, b=41.5, c=39.3, d=40.1, e=55.8, f=39.4, g=36.7, h=65.7, i=49, j=50, k=61.9, l=7.8, m=15.0) but I need the topology — which segments connect which joints. The article mentions the diagram "Theo Jansen's linkage" with relative proportions. The SVG diagram on Wikipedia would have the structure. Let me fetch the SVG image of the diagram, which may include labels, or better, find a reference implementation.

    Actually, the best source: the diagram in the article is "Jansen's linkage.svg" or similar. Let me extract image URLs from the HTML.

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    The ratios are confirmed. Now I need the linkage topology (which segment connects which joints). Let me extract the diagram SVG from the article.

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    There's "Strandbeest_Leg_Proportions.svg" — that's the diagram with the letter labels. Let me fetch the actual SVG file (not the PNG thumbnail) to read the structure. The SVG source: https://upload.wikimedia.org/wikipedia/commons/2/23/Strandbeest_Leg_Proportions.svg

    Also "Jansen's_Linkage.svg": https://upload.wikimedia.org/wikipedia/commons/b/b4/Jansen%27s_Linkage.svg

    Let me fetch both SVGs — they'll contain line coordinates and text labels from which I can derive the topology.

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    The SVG has lines (the links) and a polyline (the foot path trace, in red) and an ellipse (the crank circle, green). The transform matrix(10,0,0,10,-2287.2614,-1955.509) scales by 10. So the ellipse at cx=320, cy=240, r=15 → scaled: crank center at (32010-2287.26, 24010-1955.51) = (912.74, 444.49), radius 150?? Wait, rx=15 scaled by 10 = 150. Hmm, but the crank should be 7.8 units → 78 px. Hmm, the ellipse might just be a decorative circle, not the crank. Actually wait — crank center (912.74, 444.49) matches line 1423's endpoint (x1=912.74, y1=444.49)! So the crank center is at (912.74, 444.49).

    The ellipse r=15*10=150px... but crank l=7.8 → 78px at scale 10. Hmm, maybe the ellipse is just illustrative. Or maybe the scale isn't 10 units per unit. Let me analyze all lines: extract all line endpoints, cluster into joints, compute distances, and match against the known lengths {38, 41.5, 39.3, 40.1, 55.8, 39.4, 36.7, 65.7, 49, 50, 61.9, 7.8, 15}. That will give me the full topology AND the scale/orientation. The text labels (a..m) in the SVG will tell me which link is which letter. Let me parse the SVG fully with Python: extract lines, text elements with positions, then cluster endpoints.

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    Now I have the full picture. The SVG is drawn at scale 10 px per unit. Let me identify the joints:

    Joints (clustered endpoints):

    • A = (912.7, 444.5) — crank center (fixed). The ellipse center was (912.74, 444.49) — matches.
    • B = (1059.6, 475.2) — crank pin (rotates around A). |AB| = 150 px = 15.0 units... wait, that's 'm'=15? Hmm no. Let me check: len(A→B) = 150.0 px = 15.0 units. But 'l' = 7.8 is the crank...

    Hmm wait. Let me map labels to links by proximity of text to line midpoints:

    Lines (in units, divide px by 10):

    1. (912.7,444.5)→(1059.6,475.2): len 15.0 → this is between crank center and crank pin. But 15.0 = m?? Hmm. But wait — the label 'l' is at (861.6, 499.8) and 'm' is at (930.5, 439.4). The line 1 midpoint is (986.2, 459.9). Distance from 'l' label (861.6,499.8): ~125. From 'm' label (930.5,439.4): ~59. Hmm, 'm' is closer to line 1's midpoint. But line 1 is the crank! And its length is 15.0 = m?!

    Wait, that contradicts my expectation. Let me reconsider: maybe in this diagram, the crank has length 15? No wait — m=15.0 is supposed to be the fixed frame distance between the two fixed pivots. Hmm, but here the line of length 15 connects the crank center (912.7,444.5) [which is the ellipse center] to (1059.6,475.2).

    Hmm, hold on. Let me reconsider: maybe (1059.6, 475.2) is NOT the crank pin but the second FIXED pivot, and the crank is drawn separately? The ellipse at (912.7, 444.5) with rx=15 (px → 1.5 units)? No, the ellipse has transform matrix(10,...) so rx=15 → 150 px = 15 units radius. Hmm, that ellipse is centered at crank center with radius 15 units — that would be the circle swept by a crank of length 15!

    Hmm wait, but then what about l=7.8? Let me re-examine. The polyline (red) is the foot path trace. The ellipse (green) is the crank circle. Ellipse: sodipodi:cx=320, cy=240, rx=15, ry=15, transformed by matrix(10,0,0,10,-2287.2614,-1955.509): center = (3200-2287.26, 2400-1955.51) = (912.74, 444.49), radius = 150 px = 15 units.

    So the crank radius is 15?? But the ratios say l=7.8, m=15.0. Hmm, unless this diagram uses different letter assignments than Wikipedia's table! The text in the SVG itself says "a=38.0 b=41.5 c=39.3 d=40.1 e=55.8 f=39.4 g=36.7 h=65.7 i=49.0 j=50.0 k=61.9 l=7.8 m=15.0" — same values.

    So in this diagram, which line has length 7.8? None of the 11 lines is 78px long. The shortest is 150px. So the crank (l=7.8) is NOT drawn as a black line... OR the diagram's crank is the green ellipse with radius 15 (m)?? That doesn't fit either.

    Wait — maybe I mis-assumed. Let me recompute: maybe the scale isn't 10. The lines' lengths in px: 150.0, 500.0, 415.0, 558.0, 401.0, 619.0, 393.0, 367.0, 394.0, 490.0, 657.0. Divided by 10: 15.0, 50.0, 41.5, 55.8, 40.1, 61.9, 39.3, 36.7, 39.4, 49.0, 65.7.

    These match: m=15.0, j=50.0, b=41.5, e=55.8, d=40.1, k=61.9, c=39.3, g=36.7, f=39.4, i=49.0, h=65.7.

    That's 11 links: m, j, b, e, d, k, c, g, f, i, h. Missing: a=38 and l=7.8. So the diagram's 11 black lines include m (the frame link between fixed pivots) but NOT a (38) and l (7.8)?? That's weird — 13 links total (a..m), 11 drawn. Missing a and l.

    Hmm wait, maybe the crank 'a' = 38 is the green ellipse radius? Ellipse radius = 15 units... no.

    Hmm, wait. Let me recheck the ellipse: sodipodi:rx="15" with transform scale 10 → 150px = 15 units. Hmm.

    But hold on — maybe the crank in this diagram is drawn at a different scale or the ellipse is decorative. Let me reconsider: maybe the line of length 15.0 is NOT m but the crank, and m (frame) is not drawn because the two fixed pivots coincide with drawn joints...

    Let me look at the label positions more carefully:

    • 'l' label at (861.6, 499.8)
    • 'm' label at (930.5, 439.4)
    • 'a' label at (692.1, 502.5)

    Line 1: (912.7,444.5)→(1059.6,475.2), midpoint (986.1, 459.8), length 15.

    • dist from 'm' label (930.5,439.4) to midpoint: sqrt(55.6² + 20.4²) = 59.2
    • dist from 'l' label (861.6,499.8) to midpoint: sqrt(124.5² + 40.1²) = 130.8

    Hmm. But wait — the crank should emanate from the crank center (912.7, 444.5). The 'l' label at (861.6, 499.8) is near the crank center (distance ~93). The 'm' label at (930.5, 439.4) is very close to the crank center too (distance ~18)!

    Hmm, so maybe: the fixed frame link 'm' goes from crank center (912.7,444.5) to the second fixed pivot. Where's the second fixed pivot? If m=15 and the line of length 15 goes to (1059.6,475.2), then (1059.6,475.2) is the second fixed pivot, and line 1 = m. Then the crank 'l' = 7.8 is... not drawn as a line? But the green ellipse (crank circle) has radius 15, centered at (912.7,444.5)...

    Hmm, that ellipse radius 15 = m. That seems wrong for a crank circle of l=7.8.

    Wait, wait. Let me reconsider. Maybe in THIS diagram, the crank is 'a' and it's not drawn (or the ellipse represents it at wrong scale). Let me check the labels again by proximity to each line:

    Lines with midpoints:

    1. (912.7,444.5)→(1059.6,475.2) mid (986.2,459.9) len 15.0
    2. (1059.6,475.2)→(690.0,138.4) mid (874.8,306.8) len 50.0
    3. (690.0,138.4)→(532.7,522.5) mid (611.4,330.5) len 41.5
    4. (690.0,138.4)→(172.3,346.7) mid (431.2,242.6) len 55.8
    5. (532.7,522.5)→(172.3,346.7) mid (352.5,434.6) len 40.1
    6. (1059.6,475.2)→(615.7,906.6) mid (837.7,690.9) len 61.9
    7. (532.7,522.5)→(615.7,906.6) mid (574.2,714.6) len 39.3
    8. (615.7,906.6)→(300.0,719.4) mid (457.9,813.0) len 36.7
    9. (172.3,346.7)→(300.0,719.4) mid (236.2,533.1) len 39.4
    10. (615.7,906.6)→(435.5,1362.3) mid (525.6,1134.5) len 49.0
    11. (300.0,719.4)→(435.5,1362.3) mid (367.8,1040.9) len 65.7

    Labels:

    • 'a' (692.1,502.5): nearest line? Line 3 mid (611.4,330.5) dist=196; line 7 mid (574.2,714.6) dist=245; line 2 mid (874.8,306.8) dist=268. Hmm, none close. Actually 'a' at (692.1,502.5) — maybe it labels the region. Hmm.
    • 'b' (546.7,336.9): near line 3 mid (611.4,330.5) dist=65. Line 3 len=41.5=b. ✓ So line 3 = b. Good: b connects (690.0,138.4) and (532.7,522.5).
    • 'l' (861.6,499.8): near line 1? mid (986.2,459.9) dist=131. Hmm not that close. Near crank center (912.7,444.5) dist=75.
    • 'm' (930.5,439.4): near line 1 mid (986.2,459.9) dist=59. Also near crank center dist=18.
    • 'j' (864.3,252.1): near line 2 mid (874.8,306.8) dist=56. Line 2 len=50=j ✓. j connects (1059.6,475.2) and (690.0,138.4).
    • 'e' (391.4,204.5): near line 4 mid (431.2,242.6) dist=54. Line 4 len=55.8=e ✓. e connects (690.0,138.4) and (172.3,346.7).
    • 'd' (369.7,426.4): near line 5 mid (352.5,434.6) dist=19. Line 5 len=40.1=d ✓. d connects (532.7,522.5) and (172.3,346.7).
    • 'f' (253.8,562.7): near line 9 mid (236.2,533.1) dist=34. Line 9 len=39.4=f ✓. f connects (172.3,346.7) and (300.0,719.4).
    • 'c' (569.0,633.9): near line 7 mid (574.2,714.6) dist=81. Line 7 len=39.3=c ✓. c connects (532.7,522.5) and (615.7,906.6).
    • 'g' (443.9,787.4): near line 8 mid (457.9,813.0) dist=29. Line 8 len=36.7=g ✓. g connects (615.7,906.6) and (300.0,719.4).
    • 'h' (287.3,1009.1): near line 11 mid (367.8,1040.9) dist=86. Line 11 len=65.7=h ✓. h connects (300.0,719.4) and (435.5,1362.3).
    • 'i' (508.0,1037.6): near line 10 mid (525.6,1134.5) dist=98. Line 10 len=49=i ✓. i connects (615.7,906.6) and (435.5,1362.3).
    • 'k' (762.4,706.1): near line 6 mid (837.7,690.9) dist=77. Line 6 len=61.9=k ✓. k connects (1059.6,475.2) and (615.7,906.6).

    So assigned: b=line3, j=line2, e=line4, d=line5, f=line9, c=line7, g=line8, h=line11, i=line10, k=line6. Remaining line: line1 len=15.0 → must be 'm' (15.0). And 'a' (38) and 'l' (7.8) are NOT drawn as black lines.

    So line 1 = m = the frame link between the two FIXED pivots: M=(912.7,444.5) [crank center] and P=(1059.6,475.2) [fixed pivot].

    The crank 'l'=7.8... wait, but which letter is the crank? The labels 'a' and 'l' are both near the crank center. 'a' at (692.1,502.5) is far from crank center (dist ~226). Hmm, 'a' is actually roughly in the middle of the whole linkage — maybe it's placed in an open area. Actually wait, maybe 'a' labels the crank circle region? The green ellipse (crank circle) is centered (912.7,444.5) r=150. 'a' at (692.1,502.5): distance from center = sqrt(220.6² + 58²) = 228. Outside the circle (r=150). Hmm.

    Hmm, let me reconsider. Maybe the crank is 'a' = 38, and the green ellipse radius should be 38*10=380? But it's 150. Unless the ellipse transform is different. The ellipse tag: transform="matrix(10,0,0,10,-2287.2614,-1955.509)", sodipodi:rx="15". With scale 10: rx_eff = 150px = 15 units. Hmm.

    But wait — maybe the ellipse is just showing the crank circle decoratively and isn't to scale. The important thing: the crank is either 'a' (38) or 'l' (7.8), and it's not drawn as a line.

    Hmm, actually wait. Let me reconsider whether line 1 is really 'm'. What if line 1 is the crank 'l' but drawn at wrong length? No — 15.0 matches m exactly, and the topology makes sense: the two fixed points are the crank center and the pivot P=(1059.6,475.2). All other links connect moving joints. Let me verify the topology forms the correct Jansen mechanism:

    Joints:

    • M = (912.7, 444.5): crank center (fixed)
    • P = (1059.6, 475.2): frame pivot (fixed), |MP| = m = 15
    • Q1 = (690.0, 138.4): connected to P via j (50), and to Q2 via b (41.5), and to Q3 via e (55.8)
    • Q2 = (532.7, 522.5): connected to Q1 via b, to Q3 via d (40.1), to Q4 via c (39.3)
    • Q3 = (172.3, 346.7): connected to Q1 via e, to Q2 via d, to Q5 via f (39.4)
    • Q4 = (615.7, 906.6): connected to P via k (61.9), to Q2 via c, to Q5 via g (36.7), to foot via i (49)
    • Q5 = (300.0, 719.4): connected to Q3 via f, to Q4 via g, to foot via h (65.7)
    • F = (435.5, 1362.3): foot, connected to Q4 via i, to Q5 via h

    Wait, but where does the crank connect? The crank pin must connect to some joint via link 'a'=38. The crank pin C rotates around M with radius l=7.8 (if crank=l) and connects via a=38 to... which joint?

    In the standard Jansen linkage, the crank pin connects to the joint that connects to the rest. Looking at the topology: Q1=(690,138.4) is connected via j to P. The crank pin typically connects to Q1 (the top joint). Let me check: distance from M=(912.7,444.5) to Q1=(690,138.4): sqrt(222.7² + 306.1²) = 378.5 px = 37.85 units ≈ a=38!

    YES! So in this drawn configuration, the crank pin coincides with... no wait. The crank pin C is at distance l from M, and |C–Q1| = a = 38. In the drawn pose, the crank pin must be very close to the line M→Q1. Actually in this static diagram, the crank pin isn't drawn (no line for 'a' or 'l'), but the geometry: C lies such that |MC|=l=7.8 and |C–Q1|=a=38. In the drawn pose, |M–Q1| = 37.85 ≈ 38 = a, meaning the crank is nearly fully extended toward Q1 (C almost on segment M→Q1, at distance 7.8 from M). Indeed l + a = 45.8 ≥ 37.85, fine.

    So the topology is:

    • M: crank center (fixed)
    • P: frame pivot (fixed), |MP| = m
    • C: crank pin, |MC| = l, |C–Q1| = a
    • Q1: joint connected to C (a), P (j), Q2 (b), Q3 (e)

    Wait, hold on. Let me double check which joint the crank pin connects to. |M–Q1| = 37.85 ≈ a = 38. But that could be coincidence in this pose. Let me check distances from M to other joints:

    • M→P: 15 (m, fixed)
    • M→Q1 (690,138.4): 37.85 ≈ a=38 ✓
    • M→Q2 (532.7,522.5): sqrt(380²+78²)=387.9 → 38.8? Hmm, sqrt(380² + 78²) = sqrt(144400+6084)=sqrt(150484)=387.9 px = 38.8 units. Also close to 38! Hmm.
    • M→Q3 (172.3,346.7): sqrt(740.4² + 97.8²) = 746.8 → 74.7. No.
    • M→Q4: sqrt(297²+462²)=549.2 → 54.9. No.

    Hmm, both Q1 and Q2 are ~38 from M. In this drawn pose, the crank pin C is a specific point at distance 7.8 from M. The drawn pose has the crank at some angle; C is on segment toward whichever joint it connects to. Since |M–Q1| = 37.85 ≈ a exactly (38), and the crank is nearly aligned, C connects to Q1 with link a.

    Actually, let me verify with the standard Jansen linkage structure from literature: The crank pin connects via link 'a' to the joint that is also connected to the fixed pivot P via link 'j'. Yes — in the standard description, there's a joint connected to: crank pin (a), fixed pivot (j), and two more links (b, e). That's Q1. ✓.

    So the full Jansen linkage topology:

    Fixed: M (crank center), P (pivot). |MP| = m = 15. Moving joints: C (crank pin), and let's rename:

    • J1 (=Q1): |C–J1| = a, |P–J1| = j
    • J2 (=Q2): |J1–J2| = b, |J2–J3| = d, |J2–J4| = c
    • J3 (=Q3): |J1–J3| = e, |J3–J5| = f
    • J4 (=Q4): |P–J4| = k, |J2–J4| = c, |J4–J5| = g, |J4–F| = i
    • J5 (=Q5): |J3–J5| = f, |J4–J5| = g, |J5–F| = h
    • F (foot): |J4–F| = i, |J5–F| = h

    Wait, I need to double check the triangles: J1-J2-J3 form a rigid triangle? J1–J2 = b, J2–J3 = d, J1–J3 = e. Yes! b=41.5, d=40.1, e=55.8. Triangle inequality: 41.5+40.1=81.6 > 55.8 ✓.

    J4-J5-F? J4–F=i=49, J5–F=h=65.7, J4–J5=g=36.7. 49+36.7=85.7>65.7 ✓. Rigid triangle.

    Solving order given crank angle θ:

    1. C = M + l*(cos θ, sin θ)
    2. J1 = circle-circle intersection of (C, a) and (P, j). Choose correct branch.
    3. J4 = intersection of (P, k) and ... hmm, J4 connects to P via k and to J2 via c. But J2 isn't known yet. Hmm.

    Let me re-derive the dependency order. Known after step 2: C, J1.

    • J2: connected to J1 (b). Also connected to J3 (d) and J4 (c) — unknowns. So J2 needs another known... Hmm, J2 is part of rigid triangle J1-J2-J3.

    Standard solution order for Jansen linkage:

    1. C from crank.
    2. J1 from C (a) and P (j) — circle intersection.
    3. J3 from J1 (e) and ... J3 connects to J1 (e), J2 (d), J5 (f). Only J1 known. Hmm.

    Hmm, that doesn't work directly. Let me think again. The standard approach:

    Actually the standard Jansen linkage solution:

    1. Crank pin C.
    2. Joint A' (my J1): intersection of circles around C (radius a) and P (radius j).
    3. Then the joint J3: intersection of circles around J1 (radius e) and ... hmm.

    Let me think about the structure differently. The linkage has these rigid bodies:

    • Triangle T1 = J1-J2-J3 (sides b, d, e)
    • Triangle T2 = J4-J5-F (sides g, h, i)
    • Link j: P–J1
    • Link k: P–J4
    • Link c: J2–J4
    • Link f: J3–J5
    • Link a: C–J1
    • Crank l: M–C
    • Frame m: M–P

    Solution order:

    1. C = crank position.
    2. J1 = intersection(C:a, P:j). Two solutions; pick by continuity/branch.
    3. J4 = intersection(P:k, J2:c)?? J2 unknown.

    Hmm. Alternative: 3. J2: part of triangle T1. J1 known. J2 constrained by c to J4 (unknown) — no.

    Let me look at it as: after J1, we need J3 and J2. J3 connects to J1 (e) and J5 (f). J5 connects to J3 (f), J4 (g), F (h). J4 connects to P (k), J2 (c), J5 (g), F (i).

    Chain: P —k— J4 —c— J2 —b— J1 —e— J3 —f— J5 —g— J4. It's a loop.

    The standard analytic solution (from literature, "circle intersection method"):

    1. C (crank).
    2. J1: circles (C,a), (P,j).
    3. J2: circles (J1,b), (J4,c) — J4 unknown...

    Hmm, so maybe the order is: 3. J4: circles (P,k), ... J4 also connects to J5(g), F(i), J2(c) — all unknown.

    So neither J2 nor J4 can be solved right after J1. There must be a different decomposition. Let me reconsider — maybe I have the topology slightly wrong. Let me re-examine: is it J4 that connects to P via k, or could k connect J2 to P?

    Line 6 (k=61.9): (1059.6,475.2)→(615.7,906.6) = P→J4. Yes, k connects P to J4.

    Hmm OK. So the solution order must handle the loop. The known approach for Jansen:

    Actually, I recall now — the standard solution:

    1. C
    2. J1 from (C:a, P:j)
    3. J2 from (J1:b, P:???) — no.

    Hmm, let me think about it as Assur groups. The Jansen linkage: frame + crank (DOF=1), then add dyads:

    • Dyad 1: J1 connected to C (a) and P (j). ✓ solvable.
    • Then: J2 and J3 and J4 and J5 and F remain, with links b,c,d,e,f,g,h,i,k.

    J4 connects to P via k. If we consider dyad (J2,J4): J2 connects to J1 (b), J4 connects to P (k), and J2–J4 (c) — that's a triad (Assur group of class 3), not a simple dyad. Hmm.

    Alternatively, the commonly used solution order in code (I've seen this in multiple Jansen implementations):

    Let me look at actual known code. I remember the "Jansen linkage" solver from the "507 Movements" or from Michael Fogleman's "ln"? Hmm. There's a well-known Python implementation:

    OK let me just think about it more carefully as a kinematics problem. We have these unknowns: J1, J2, J3, J4, J5, F (6 points = 12 coords). Constraints: a, j (on J1); b, d, e (triangle T1: J1-J2, J2-J3, J1-J3); c (J2-J4); k (P-J4); f (J3-J5); g (J4-J5); h (J5-F); i (J4-F). Total constraints: 2+3+1+1+1+1+1+1 = 11... plus crank pin C known (2 coords from θ). 12 unknowns, 11 constraints + ... wait, that gives DOF 1? No wait, the crank angle θ is the input, so C is fully known. Then 12 unknowns with constraints: a(C-J1), j(P-J1), b(J1-J2), d(J2-J3), e(J1-J3), c(J2-J4), k(P-J4), f(J3-J5), g(J4-J5), h(J5-F), i(J4-F) = 11 constraints for 12 unknowns → 1 DOF?? That can't be right for a 1-DOF mechanism with given crank.

    Hmm, count again: joints J1..J5, F = 6 points = 12 DOF. Links: a, j, b, d, e, c, k, f, g, h, i = 11 rigid constraints. 12 - 11 = 1 DOF remaining?? That means the mechanism still has 1 DOF after fixing the crank?! That's wrong — the Jansen linkage is fully determined by crank angle.

    Wait, I must be missing a link. The Jansen linkage has 13 links total (a–m) including crank (l) and frame (m). So moving links = 11: a,b,c,d,e,f,g,h,i,j,k. Joints: 8 moving points? Let me recount from the diagram: distinct moving joints in the SVG: (690,138.4)=J1, (532.7,522.5)=J2, (172.3,346.7)=J3, (615.7,906.6)=J4, (300,719.4)=J5, (435.5,1362.3)=F(foot), plus crank pin C (not drawn). That's 7 moving points = 14 DOF. Links constraining them: a(C-J1), j(P-J1), b(J1-J2), e(J1-J3), d(J2-J3), k(P-J4), c(J2-J4), g(J4-J5), f(J3-J5), i(J4-F), h(J5-F) = 11 links + crank l(M-C) = 12 constraints. 14 - 12 = 2, minus... hmm, C is constrained by crank (1 constraint: |M-C|=l, leaving C on a circle = 1 DOF = θ). Then given θ, C fixed. Remaining 6 points, 12 DOF, 11 constraints → 1 DOF?!

    Something's off. A 1-DOF mechanism with crank given should be 0 DOF. So I'm missing a constraint. Let me recount the links in the diagram: 11 black lines + crank (l) + frame (m) = 13. But the crank pin C connects to the rest of the mechanism through link a only? If C connects only via a to J1, then the crank's rotation would... no wait, that's fine, that's the input.

    Hmm, so with crank angle given: C is fixed. Then J1: constrained by a (to C) and j (to P) → 2 constraints, 2 DOF → discrete (2 solutions). ✓. J2: constrained by b (to J1), d (to J3), c (to J4). J3: constrained by e (to J1), d (to J2), f (to J5). J4: constrained by k (to P), c (to J2), g (to J5), i (to F). J5: constrained by f (to J3), g (to J4), h (to F). F: constrained by h (to J5), i (to J4).

    DOF count: J1: 0 (discrete). Remaining J2,J3,J4,J5,F = 10 DOF. Constraints among them: b? no b is J1-J2 (counts), d, c, e? e is J1-J3 (counts), k (P-J4, counts), f, g, h, i. So constraints: b, e, d, c, k, f, g, h, i = 9 constraints for 10 DOF → 1 DOF remaining!

    So indeed the mechanism as I described has an extra DOF — I MUST be missing a link. The real Jansen linkage has 11 moving links; let me recount what I extracted: b(J1-J2), j(P-J1), e(J1-J3), d(J2-J3), f(J3-J5), c(J2-J4), g(J4-J5), h(J5-F), i(J4-F), k(P-J4), m(M-P). That's 11 lines including m. Plus crank l and link a not drawn. Total: a,b,c,d,e,f,g,h,i,j,k,l,m = 13. ✓ matches.

    So moving links (excluding frame m and crank l): a,b,c,d,e,f,g,h,i,j,k = 11 links. Joints: C, J1, J2, J3, J4, J5, F = 7 moving points = 14 DOF. Constraints from 11 links = 11. 14-11 = 3 DOF in plane for the moving assembly relative to frame... but frame provides: crank l pins C to circle (1 constraint), and links j, k connect to P. Total system DOF (Kutzbach): links n=8 (frame + crank + 6 rigid bodies? hmm this is getting complicated because T1 and T2 are triangles = single rigid bodies).

    Kutzbach: The linkage as rigid bodies: frame, crank, link a, body T1 (J1J2J3), link j, link k, body... wait J4 is shared between links c, k, g, i — J4 is a joint not a body. Let me use: rigid bodies = frame, crank(l), link a, triangle T1(b,d,e), link j, link k, triangle T2(g,h,i), link c, link f. That's 9 bodies including frame → n=9, so 8 moving bodies, 3*8=24 DOF. Joints (revolute, 2 constraints each): M(frame-crank), C(crank-a), J1(a-j-T1: ternary joint = 2 joints), P(frame-j-k: ternary = 2 joints), J2(T1-c), J3(T1-f), J4(k-c-T2: ternary=2 joints), J5(f-T2), F... wait F is part of T2 (the foot is a vertex of triangle T2). Let me recount bodies: T2 = triangle J4-J5-F with sides g(J4-J5), h(J5-F), i(J4-F). Yes F is a vertex of T2.

    Bodies: frame(0), crank(1), a(2), T1(3), j(4), k(5), T2(6), c(7), f(8) = 9 bodies. Revolute joints:

    • M: frame–crank (1)
    • C: crank–a (1)
    • J1: a–j–T1 → counts as 2 joints
    • P: frame–j–k → 2 joints
    • J2: T1–c (1)
    • J4: k–c–T2 → 2 joints
    • J3: T1–f (1)
    • J5: f–T2 (1) Total joints j1 = 1+1+2+2+1+2+1+1 = 11. DOF = 3*(9-1) - 2*11 = 24 - 22 = 2??

    Hmm, that gives 2 DOF. But Jansen is 1 DOF. So I'm STILL missing something. Let me recount the links from the diagram...

    Oh wait! Maybe link 'a' doesn't connect C to J1. Maybe the crank pin C connects to TWO links. In the real Jansen linkage, the crank pin is a joint where crank l, link a, AND another link meet? Hmm.

    Let me reconsider. Actually, let me look at the real Jansen linkage diagram again. The Wikipedia "Jansen's_Linkage.svg" (the colored diagram) — let me parse that one too! It's the main diagram with the blue crank. Let me extract its structure.

    Actually, hold on. Let me reconsider the DOF. The Kutzbach count for the actual Jansen linkage: I recall it's a "1-DOF eight-bar" — the thesis in the Wikipedia references says "Design and optimization of a one-degree-of-freedom eight-bar leg mechanism". Eight-bar = 8 links including frame. So: frame, crank, and 6 others. But Jansen has 11 moving links... because some "links" are triangles counted as single bars. Eight-bar: frame(1), crank(2), + 6 bars. Hmm, with triangles T1, T2 as single bars: frame, crank, a, j, k, T1, c, f, T2 = 9. That's 9-bar. Close to eight-bar if one triangle is counted differently.

    My Kutzbach gave 2 DOF, so one constraint is missing. Where? Let me recheck the ternary joints. At J1: links a, j, and T1 (via vertex J1 of triangle with sides b and e). Yes ternary. At P: frame, j, k — ternary. At J4: k, c, T2 — ternary.

    Hmm, wait — maybe at the crank pin C, THREE links meet: crank l, link a, and link b? I.e., maybe link b connects C to J2, not J1 to J2! Let me recheck the diagram: line 3 (b=41.5): (690.0,138.4)→(532.7,522.5) = J1→J2. So b connects J1-J2 per the drawing. Hmm.

    But wait — in the DRAWN pose, the crank pin C is near the segment M→J1 (since |M-J1|≈a and crank nearly extended). C ≈ M + 7.8*(J1-M)/|J1-M| = (912.7,444.5) + 7.8/37.85 * ((690,138.4)-(912.7,444.5)) = (912.7,444.5) + 0.2061*(-222.7,-306.1) = (912.7-45.9, 444.5-63.1) = (866.8, 381.4). Is C near any drawn joint? J1=(690,138.4): no. So C is in the middle of nowhere — the diagram simply doesn't draw the crank pin, link a, or crank l. OK.

    So per the diagram, topology is as I described, and it has 2 DOF?? That contradicts the known fact that Jansen is 1 DOF. Let me recount Kutzbach.

    Bodies (rigid bodies): 0. frame (M, P)

    1. crank l
    2. link a
    3. link j
    4. link k
    5. T1 (triangle J1-J2-J3: links b, d, e)
    6. link c
    7. link f
    8. T2 (triangle J4-J5-F: links g, h, i)

    n = 9 → moving = 8 → 24 DOF.

    Joints:

    • M: frame–crank → 1
    • C: crank–a → 1
    • J1: a–j–T1 → ternary → 2
    • P: frame–j–k → ternary → 2
    • J2: T1–c → 1
    • J4: k–c–T2 → ternary → 2
    • J3: T1–f → 1
    • J5: f–T2 → 1

    j1 = 11 → DOF = 24 − 22 = 2.

    Hmm. So either the diagram topology is not the complete Jansen linkage, or my joint accounting is wrong. The real Jansen linkage IS 1-DOF. Let me look at the actual colored diagram (Jansen's_Linkage.svg) to double-check the topology. Let me parse it.

    Actually, wait. I bet the issue is: link 'a' connects C to J1, AND the crank pin C also connects to link... hmm. OR: maybe 'j' doesn't connect P–J1 but C–J1? No, the drawing shows j from P=(1059.6,475.2) to J1=(690,138.4).

    Hmm, hold on, let me recompute line 2: (1059.6,475.2)→(690.0,138.4). Is (1059.6,475.2) really P (fixed pivot)? Line 1 (m) connects (912.7,444.5)→(1059.6,475.2). M=(912.7,444.5) is the crank center (ellipse center). So the other end of m, (1059.6,475.2), is the fixed pivot P. Yes.

    OK so let me just check the colored diagram to be sure about the topology. Let me parse /tmp/jansen_linkage.svg.

  • Created activity call execute_shell_command
  • Created

    This colored diagram (Jansen's_Linkage.svg) shows the linkage in a different pose/scale. Let me analyze:

    • path8701: (790,342)→(714.72,212.4) — blue, stroke-width 10: this is the CRANK (blue, "When the blue line at the right end of the picture is driven in a clockwise rotary motion"). Length = sqrt(75.28² + 129.6²) = sqrt(5667+16796) = sqrt(22463) = 149.9 ≈ 150. So crank length 150 in this drawing's scale. And there's a circle path8594 at (790,342) r=150 — the crank circle! So crank center = (790, 342), crank radius = 150.

    • path8771: dashed black (410,420)→(790,420)→(790,264): the frame reference (dashed). So the two FIXED points are (410,420) and (790,342)?? The dashed path: m410 420 h380 v-78: from (410,420) right 380 to (790,420), up 78 to (790,342). So fixed points: A=(410,420) and B=(790,342)? Distance = sqrt(380²+78²) = 387.9. Hmm, in this scale crank=150=7.8 units → scale = 19.23 px/unit. Then m=15 units → 288.5 px. But 387.9 px ≠ 288.5. Hmm.

    Wait, maybe the fixed points are (410,420) and (790,342) with distance 387.9 px. If m=15 → scale 25.9 px/unit; crank 150px/25.9 = 5.8 units ≠ 7.8. Inconsistent. Hmm.

    Let me instead identify all the links in this diagram and their connections:

    Paths (as line segments / triangles):

    • path8705: triangle (410,420), (32.625,554.39), (246.37,-95.25)?? "m410 420-377.38 134.39 213.74-515.25z" → points: (410,420), (410-377.38, 420+134.39)=(32.62,554.39), (32.62+213.74, 554.39-515.25)=(246.36,39.14), close. Red triangle.
    • path8590: triangle "m410 420-399.71-25.7 399.71-389.3z" → (410,420), (10.29,394.3), (410,5.0)?? (10.29+399.71, 394.3-389.3) = (410, 5.0). Red semi-transparent triangle.
    • path8596: green line (864.59,212)→(410,5)?? "m864.59 212-454.59-207" → (864.59,212) to (410,5). Green.
    • path8600: orange (593.13,767.45)→(864.59,212) "m593.13 767.45 271.46-555.45" → (593.13,767.45) to (864.59,212). Orange.
    • path8602: blue triangle "m229.39 721.38 363.74 46.07 15.463 489.45z" → (229.39,721.38), (593.13,767.45), (608.59,1256.9). Blue triangle (the foot triangle! "the leg (blue triangle at the bottom)").
    • path8604: olive (410,420)→(593.13,767.45) "m410 420 183.13 347.45".
    • path8606: purple (10.287,394.3)→(229.39,721.38) "m10.287 394.3 219.1 327.08".
    • path8598: blue thin (790,342)→(864.59,212) "m790 342 74.59-130". Length = sqrt(74.59²+130²)=149.9≈150. Another crank?? Hmm, this is blue thin line from crank center (790,342) to (864.59,212). Length 150 = crank radius. So this is ALSO the crank (drawn at a different angle?). Hmm, or the diagram shows two poses?

    Wait, I see: path8701 (blue, thick): (790,342)→(714.72,212.4). path8598 (blue, thin): (790,342)→(864.59,212). Both length ~150. And path8703 (green): (714.72,212.4)→(246.36,39.14) "m714.72 212.4-468.36-173.26" → (714.72,212.4) to (246.36,39.14). And path8596 (green): (864.59,212)→(410,5).

    So there are TWO poses drawn overlaid! Pose 1: crank pin at (714.72,212.4), green link to (246.36,39.14). Pose 2: crank pin at (864.59,212), green link to (410,5). The triangles path8705 (red, pose1: (410,420),(32.62,554.39),(246.36,39.14)) and path8590 (red semi-transparent, pose2: (410,420),(10.29,394.3),(410,5)) — two poses of the same triangle. Similarly path8602 (blue triangle pose1: (229.39,721.38),(593.13,767.45),(608.59,1256.9)) and path8711 (blue triangle pose2: (171.73,922.83),(516.56,798.2),(753.89,1226.3)). And orange lines path8600 (pose1: (593.13,767.45)→(864.59,212)?? hmm that mixes) and path8713 (pose2: (516.56,798.2)→(714.72,212.4)).

    Hmm wait, path8600: (593.13,767.45)→(864.59,212). path8713: (516.56,798.2)→(714.72,212.4). So orange connects foot-triangle vertex to crank pin in each pose. Pose1 orange: (593.13,767.45)→(864.59,212)?? But pose1 crank pin is (714.72,212.4) (from thick blue crank path8701). Hmm, inconsistent. Let me not worry about which pose; the TOPOLOGY is what matters.

    Let me extract topology from pose 1: Fixed: O1=(410,420) [white circle path12885], O2=(790,342) [white circle circle12887, crank center].

    Wait, which is the crank center? path8594 circle at (790,342) r=150 (crank circle). path8701 crank from (790,342). So crank center = (790,342). The other fixed pivot = (410,420).

    Links in pose 1:

    • crank (blue thick): (790,342)→(714.72,212.4). Crank pin C=(714.72,212.4).
    • green: C=(714.72,212.4)→(246.36,39.14). Length = sqrt(468.36²+173.26²)=sqrt(219361+30019)=sqrt(249380)=499.4.
    • red triangle: (410,420), (32.62,554.39), (246.36,39.14). Sides:
      • (410,420)-(32.62,554.39): sqrt(377.38²+134.39²)=sqrt(142415+18061)=sqrt(160476)=400.6
      • (32.62,554.39)-(246.36,39.14): sqrt(213.74²+515.25²)=sqrt(45685+265483)=sqrt(311168)=557.8
      • (246.36,39.14)-(410,420): sqrt(163.64²+380.86²)=sqrt(26778+145054)=sqrt(171832)=414.5
    • olive: (410,420)→(593.13,767.45). Length=sqrt(183.13²+347.45²)=sqrt(33537+120761)=sqrt(154298)=392.8.
    • purple: (10.287,394.3)→(229.39,721.38)?? That's pose2 vertex (10.287,394.3 is from pose2 red triangle). Hmm. path8606: "m10.287 394.3 219.1 327.08" → (10.287,394.3)→(229.387,721.38). Mixed poses again? (10.287,394.3) is a pose-2 point; (229.39,721.38) is pose-1. Ugh, the diagram mixes. Let me instead use pose-2 purple: path8707: (32.625,554.39)→(171.73,922.83) "m32.625 554.39 139.1 368.44" → (32.625,554.39)→(171.725,922.83). Length=sqrt(139.1²+368.44²)=sqrt(19349+135748)=sqrt(155097)=393.8. This connects red-triangle vertex (32.625,554.39) [pose1] to blue-triangle vertex (171.73,922.83) [pose2]?? Also mixed!

    OK the SVG is a mess of two overlaid poses with some links drawn for pose1 and some for pose2. Fine — topology extraction:

    Joints (pose 1):

    • O = (410,420): fixed pivot (white circle)
    • M = (790,342): crank center (white circle)
    • C = (714.72,212.4): crank pin
    • A = (246.36,39.14): top joint — connected to C via green link (499.4), and vertex of red triangle
    • B = (32.62,554.39): left joint — vertex of red triangle
    • O is vertex of red triangle too: red triangle = O, A, B!! Wait: path8705: (410,420)=O, (32.62,554.39)=B, (246.36,39.14)=A. So the red triangle has a vertex at the FIXED pivot O!

    Interesting! So one vertex of the first triangle is the fixed pivot O. Let me redo the topology:

    Red triangle T1: vertices O(410,420) [fixed pivot], A(246.36,39.14), B(32.62,554.39). Sides: O-B=400.6, B-A=557.8, A-O=414.5.

    Blue triangle T2: vertices (229.39,721.38)=D, (593.13,767.45)=E, (608.59,1256.9)=F(foot). Sides: D-E=sqrt(363.74²+46.07²)=366.6; E-F=sqrt(15.46²+489.45²)=489.7; F-D=sqrt(379.2²+535.52²)=sqrt(143793+286782)=sqrt(430575)=656.2.

    Green link: C(714.72,212.4)-A(246.36,39.14): 499.4. Olive link: O(410,420)-E(593.13,767.45): 392.8. Purple link: B(32.62,554.39)-D(229.39,721.38): from path8707 pose1: (32.625,554.39)→(171.725,922.83)?? Hmm, that goes to (171.7,922.8) which is a pose-2 blue vertex.

    Ugh. Let me just carefully separate the two poses.

    Pose 1 elements (thick/full opacity):

    • path8701 crank: (790,342)→(714.72,212.4) [thick blue]
    • path8703 green: (714.72,212.4)→(246.36,39.14)
    • path8705 red triangle: (410,420),(32.62,554.39),(246.36,39.14)
    • path8707 purple: (32.625,554.39)→(171.725,922.83)??

    Hmm, path8707 has stroke-width 10 (thick) like pose 1. But (171.725,922.83) doesn't match pose-1 blue triangle (229.39,721.38),(593.13,767.45),(608.59,1256.9). Hmm.

    Wait, maybe I have the poses mixed up. Let me list ALL path endpoints again:

    1. path8705 (red, w10): triangle (410,420), (32.62,554.39), (246.36,39.14)
    2. path8590 (red, opacity .4): triangle (410,420), (10.29,394.3), (410,5.0)
    3. path8596 (green): (864.59,212)→(410,5.0)
    4. path8600 (orange): (593.13,767.45)→(864.59,212)
    5. path8602 (blue, w?): triangle (229.39,721.38),(593.13,767.45),(608.59,1256.9)
    6. path8604 (olive/880): (410,420)→(593.13,767.45)
    7. path8606 (purple/80f): (10.287,394.3)→(229.39,721.38)
    8. path8598 (blue thin): (790,342)→(864.59,212)
    9. path8703 (green): (714.72,212.4)→(246.36,39.14)
    10. path8709 (olive/880): (410,420)→(516.56,798.2) "m410 420 106.56 378.2"
    11. path8711 (blue): triangle (171.73,922.83),(516.56,798.2),(753.89,1226.3) "m171.73 922.83 344.83-124.63 237.33 428.1z" → (171.73,922.83),(516.56,798.2),(753.89,1226.3)
    12. path8713 (orange/f80): (516.56,798.2)→(714.72,212.4) "m516.56 798.2 198.16-585.8"
    13. path8707 (purple/80f, w10): (32.625,554.39)→(171.725,922.83)
    14. path8701 (blue, w10): crank (790,342)→(714.72,212.4)

    So pose A: crank pin (714.72,212.4), green to (246.36,39.14), red triangle (410,420),(32.62,554.39),(246.36,39.14), purple (32.625,554.39)→(171.725,922.83), blue triangle (171.73,922.83),(516.56,798.2),(753.89,1226.3), olive (410,420)→(516.56,798.2), orange (516.56,798.2)→(714.72,212.4).

    Pose B: crank pin (864.59,212), green to (410,5.0), red triangle (410,420),(10.29,394.3),(410,5.0), purple (10.287,394.3)→(229.39,721.38), blue triangle (229.39,721.38),(593.13,767.45),(608.59,1256.9), olive (410,420)→(593.13,767.45), orange (593.13,767.45)→(864.59,212).

    Now pose A is fully consistent:

    • Fixed: O=(410,420), M=(790,342)
    • Crank: M→C, C=(714.72,212.4), length 150
    • Green: C→A, A=(246.36,39.14), length 499.4
    • Red triangle T1: O=(410,420), B=(32.62,554.39), A=(246.36,39.14). Sides: O-B=400.6, B-A=557.8, A-O=414.5
    • Purple: B→D, D=(171.725,922.83), length 393.8
    • Blue triangle T2: D=(171.73,922.83), E=(516.56,798.2), F=(753.89,1226.3). Sides: D-E=sqrt(344.83²+124.63²)=sqrt(118908+15533)=sqrt(134441)=366.7; E-F=sqrt(237.33²+428.1²)=sqrt(56325+183270)=sqrt(239595)=489.5; F-D=sqrt(582.16²+303.47²)=sqrt(338910+92094)=sqrt(431004)=656.5
    • Olive: O→E: (410,420)→(516.56,798.2): length=sqrt(106.56²+378.2²)=sqrt(11355+143035)=sqrt(154390)=392.9
    • Orange: E→C: (516.56,798.2)→(714.72,212.4): length=sqrt(198.16²+585.8²)=sqrt(39267+343156)=sqrt(382423)=618.4

    Now scale: crank = 150 px = l = 7.8 units → scale = 19.23 px/unit. Check: |O-M| = sqrt(380²+78²)=387.9 px / 19.23 = 20.2 units. But m should be 15! Hmm, inconsistent.

    Let me instead determine scale from a link I'm confident about: the blue triangle side E-F = 489.5 px should be i=49 → scale 9.99. Hmm, that gives scale 10. Then crank 150px = 15 units = m?? But crank should be l=7.8...

    Hmm wait. What if in THIS diagram, the crank is 'm'?? No... Let me compute all pose-A lengths at scale 10 (px/10):

    • crank: 15.0
    • green: 49.9 ≈ j=50? or i=49?
    • red O-B: 40.06 ≈ d=40.1
    • red B-A: 55.78 ≈ e=55.8
    • red A-O: 41.45 ≈ b=41.5
    • purple B-D: 39.38 ≈ f=39.4 (or c=39.3)
    • blue D-E: 36.67 ≈ g=36.7
    • blue E-F: 49.0 = i=49
    • blue F-D: 65.65 ≈ h=65.7
    • olive O-E: 39.29 ≈ c=39.3 (or f)
    • orange E-C: 61.84 ≈ k=61.9
    • frame |O-M|: 38.79 ≈ a=38?? or 38.8...

    Interesting! So at scale 10: crank=15.0, frame |OM|=38.8. Hmm! So in THIS diagram, the crank is 15 and the frame distance is 38.8. Compare with the proportions diagram (leg.svg): there crank center M=(912.7,444.5), pivot P=(1059.6,475.2), |MP|=15.0, and |M-J1|=37.85≈38.

    So the two diagrams have SWAPPED roles?! In leg.svg: the short link (15) is the FRAME (m), and the link of length 38 is 'a' connecting crank pin to J1. In jansen_linkage.svg: the crank is 15 and frame is 38.8.

    Hmm, these are two different conventions! Let me reconcile:

    leg.svg topology:

    • M=(912.7,444.5) crank center, P=(1059.6,475.2) pivot, |MP|=15=m
    • crank pin C at distance l=7.8 from M, link a=38 from C to J1
    • J1=(690,138.4): links j(to P)=50, b(to J2)=41.5, e(to J3)=55.8, a(to C)=38

    jansen_linkage.svg topology (pose A):

    • M=(790,342) crank center, O=(410,420) pivot, |OM|=38.8≈a=38?
    • crank=15.0... = m=15??
    • C=(714.72,212.4), green C-A=49.9≈50=j
    • A: red triangle vertex, etc.

    Hmm! So in jansen_linkage.svg: crank=15, frame=38.8, and the link from crank pin C to top joint A is 50 (=j). In leg.svg: crank=7.8, frame=15, link from crank pin to top joint = 38 (=a), and link from top joint to pivot = 50 (=j).

    These are contradictory... unless one of the diagrams is drawn wrong, OR the letter assignments differ. The VALUES a..m are the same. The difference: which length is the crank and which is the frame.

    The Wikipedia text says: "The central 'crank' link moves in circles". The Wikipedia table lists a=38...l=7.8, m=15. The caption of the diagram in the infobox: "Theo Jansen's linkage. When the blue line at the right end of the picture is driven in a clockwise rotary motion, the leg (blue triangle at the bottom) executes a walking motion. Relative (dimensionless) proportions shown."

    In jansen_linkage.svg (the infobox diagram), the blue crank has length 150px. The dashed reference path8771: (410,420)→(790,420)→(790,342) shows horizontal 380 and vertical 78 between O and M. 380px and 78px. At scale 10: 38.0 and 7.8!!!

    OH. I see! The dashed lines show the horizontal and vertical components: 380px = 38.0 units (a) and 78px = 7.8 units (l). So |OM| = sqrt(38² + 7.8²) = 38.79 units. And the crank = 150px = 15.0 units = m!

    So in the infobox diagram: crank = m = 15, and the frame offset = (a=38 horizontal, l=7.8 vertical) → |OM| = 38.79. So 'a' and 'l' are the horizontal/vertical distances between the two fixed points, and 'm' is the crank!

    But in leg.svg (proportions diagram): the frame link m=15 connects M and P directly, crank=l=7.8, and a=38 connects crank pin to J1.

    These are TWO DIFFERENT INTERPRETATIONS of the same numbers! One of them must be the correct Jansen linkage. Let me check against the known foot path. The red polyline in leg.svg is the traced foot path — let me check its shape: it should be the classic flat-bottomed walking curve.

    The polyline points (transformed by matrix(10,0,0,10,-2287.2614,-1955.509)): first point (272.28,331.78) → scaled (435.5, 1362.3)?? 272.2810-2287.26 = 435.5; 331.7810-1955.51 = 1362.3. That's the foot F=(435.5,1362.3)! So the red polyline is the foot path trace, starting at the drawn foot position. The polyline spans roughly x: 248.5→316.2 (raw) → scaled: (197.7, ...) hmm let me compute the range: raw x from ~248.5 to ~316.2, raw y from ~309.4 to ~331.8. Scaled: x from 197.7 to 874.7, y from 1138.5 to 1362.5. So the foot path is ~677px wide and ~224px tall = 67.7 units wide, 22.4 units tall. The flat bottom is at y≈1362 (raw 331.8). The foot path: flat-ish bottom (y≈331.7-331.8 for many points) and curved top. That's the classic Jansen foot curve!

    So leg.svg is self-consistent: crank center M, pivot P at distance m=15, crank l=7.8, link a=38 from crank pin to J1. The foot traces the correct walking curve. This is the REAL Jansen linkage.

    Now, what's up with jansen_linkage.svg then? Let me re-examine: maybe there, the crank is m=15 and the geometry still works because... hmm, no. Let me verify leg.svg's interpretation kinematically. Actually, let me just verify by simulation: solve the linkage per leg.svg topology and check the foot path matches the red polyline. If yes, I have the correct, verified topology.

    leg.svg topology:

    • M = crank center (fixed)
    • P = fixed pivot, |MP| = m = 15
    • C = crank pin, |MC| = l = 7.8
    • J1: |C-J1| = a = 38, |P-J1| = j = 50
    • J2: |J1-J2| = b = 41.5
    • J3: |J1-J3| = e = 55.8, |J2-J3| = d = 40.1
    • J4: |P-J4| = k = 61.9, |J2-J4| = c = 39.3
    • J5: |J3-J5| = f = 39.4, |J4-J5| = g = 36.7
    • F: |J4-F| = i = 49, |J5-F| = h = 65.7

    DOF check: moving points C,J1,J2,J3,J4,J5,F = 7 → 14 DOF. Constraints: l(M-C), a(C-J1), j(P-J1), b(J1-J2), e(J1-J3), d(J2-J3), k(P-J4), c(J2-J4), f(J3-J5), g(J4-J5), i(J4-F), h(J5-F) = 12 constraints. 14-12 = 2 DOF; one is the crank angle θ → 1-DOF mechanism. ✓

    Earlier I forgot to count the crank constraint l(M-C). Now it checks out: 1-DOF.

    Solution order (each step is circle-circle intersection):

    1. C = M + l(cosθ, sinθ)

    2. J1 = intersect(C:a, P:j)

    3. J2 = intersect(J1:b, ...) — J2 connects to J1(b), J3(d), J4(c). Only J1 known. Hmm!

      Hmm, J2 needs two known neighbors. Known after step 2: C, J1, plus fixed M, P. J2's neighbors: J1(b), J3(d), J4(c) — J3, J4 unknown.

      Alternative order: 3. J4 = intersect(P:k, ...) — J4's neighbors: P(k), J2(c), J5(g), F(i). Only P known. Hmm.

      So we have a chicken-and-egg: J2 needs J3/J4; J4 needs J2/J5.

      The loop is: J1 —b— J2 —c— J4 —k— P, and we know J1 and P. So J2 and J4 form a "dyad with a coupler": it's a four-bar J1-J2-J4-P with ground link J1-P (known distance once J1 is solved!). So: J2 = intersect(J1:b, J4:c) with J4 = intersect(P:k, J2:c) — this is a four-bar sub-problem: given fixed J1 and P, link b from J1, link k from P, coupler c between J2 and J4. Solving: J2 is on circle(J1,b), J4 on circle(P,k), |J2-J4|=c. This is a 4-bar — can be solved analytically (intersection of circle with the "coupler curve" is not trivial, but there's a standard trick: it's equivalent to solving a dyad after computing the "virtual" distance).

      Hmm wait, actually let me reconsider. Maybe the solve order is different. Let me look at the structure again:

      J1 connects: C(a), P(j), J2(b), J3(e) J2 connects: J1(b), J3(d), J4(c) J3 connects: J1(e), J2(d), J5(f) J4 connects: P(k), J2(c), J5(g), F(i) J5 connects: J3(f), J4(g), F(h) F connects: J4(i), J5(h)

      T1 = triangle J1-J2-J3 (b,d,e) — rigid T2 = triangle J4-J5-F (g,h,i) — rigid

      So actually: T1 is a rigid body with joint J1 pinned by (C:a, P:j). Once J1 is found, T1 can still rotate around J1... but T1's orientation is determined by additional constraints: J2 connects via c to J4, and J4 connects via k to P. So:

      Step 3: Consider four-bar: J1 (known point), P (known point), link b (J1 to J2), link c (J2 to J4), link k (J4 to P). This is a standard four-bar with ground J1-P. Solve for J2, J4.

      Four-bar solution: ground distance w = |J1 - P|. Input angle: T1 rotates rigidly around J1... hmm, but T1's rotation is the input of this four-bar, which is still unknown.

      Hmm, this is getting circular. Let me think again. The whole mechanism has 1 DOF (crank angle). After solving C and J1 (2 intersections), the remaining sub-mechanism (T1, c, k, T2, f, plus grounds J1 and P) has how many DOF? Points J2,J3,J4,J5,F = 10 DOF. Constraints: b(J1-J2), d(J2-J3), e(J1-J3), c(J2-J4), k(P-J4), f(J3-J5), g(J4-J5), h(J5-F), i(J4-F) = 9 constraints. 10-9 = 1 DOF?!

      That means after fixing C and J1, the mechanism STILL has 1 DOF. So the whole thing would be 2 DOF total (crank + this)?! But we established 14-12=2 total DOF including crank rotation... wait: 14 DOF (7 points), 12 constraints (including l which fixes C to a circle, not to a point). So DOF = 2: one is crank rotation θ, the other... is an assembly ambiguity? No — a 1-DOF mechanism has exactly 1 DOF (θ). So 14-12=2 means either I'm missing a constraint or there's a passive DOF.

      Hmm wait, maybe I mis-extracted. Let me recount links: a,b,c,d,e,f,g,h,i,j,k,l,m = 13 total. m = frame (M-P). l = crank (M-C). The other 11: a(C-J1), j(P-J1), b(J1-J2), e(J1-J3), d(J2-J3), k(P-J4), c(J2-J4), f(J3-J5), g(J4-J5), i(J4-F), h(J5-F). That's 11. ✓.

      Kutzbach for planar: F = 3(n-1) - 2j1 where n = number of rigid bodies, j1 = number of 1-DOF joints. Rigid bodies: frame, crank(l), a, j, b?, ... careful: T1 is ONE body (triangle b,d,e), T2 is ONE body (g,h,i). Bodies: frame(0), crank(1), a(2), j(3), T1(4), k(5), c(6), f(7), T2(8) → n=9. Joints: M(frame-crank), C(crank-a), J1(a-j-T1: ternary→2), P(frame-j-k: ternary→2), J2(T1-c), J4(k-c-T2: ternary→2), J3(T1-f), J5(f-T2) → total 1+1+2+2+1+2+1+1 = 11. F = 3(9-1) - 2*11 = 24-22 = 2.

      Kutzbach says 2 DOF! But Jansen's linkage is famously 1-DOF. So my topology MUST be wrong somewhere. Let me re-examine the leg.svg extraction...

      Possibility: link 'a' connects C to J1 AND there's an additional connection — maybe the crank pin C connects to TWO links: a and... hmm. OR maybe J2 also connects to P? Let me recheck the lines:

      Lines again:

      1. (912.7,444.5)→(1059.6,475.2): M→P [m]
      2. (1059.6,475.2)→(690.0,138.4): P→J1 [j=50]
      3. (690.0,138.4)→(532.7,522.5): J1→J2 [b=41.5]
      4. (690.0,138.4)→(172.3,346.7): J1→J3 [e=55.8]
      5. (532.7,522.5)→(172.3,346.7): J2→J3 [d=40.1]
      6. (1059.6,475.2)→(615.7,906.6): P→J4 [k=61.9]
      7. (532.7,522.5)→(615.7,906.6): J2→J4 [c=39.3]
      8. (615.7,906.6)→(300.0,719.4): J4→J5 [g=36.7]
      9. (172.3,346.7)→(300.0,719.4): J3→J5 [f=39.4]
      10. (615.7,906.6)→(435.5,1362.3): J4→F [i=49]
      11. (300.0,719.4)→(435.5,1362.3): J5→F [h=65.7]

      Hmm. Now compare with jansen_linkage.svg pose A:

      • M=(790,342) crank center, crank→C=(714.72,212.4) [crank=150px=15 units]
      • C→A: green, 499.4px = 49.9 ≈ 50 = j
      • O=(410,420): fixed pivot
      • Red triangle: O, B=(32.62,554.39), A=(246.36,39.14): O-B=400.6=40.06≈d=40.1, B-A=557.8=55.78≈e=55.8, A-O=414.5=41.45≈b=41.5
      • Purple: B→D: 393.8 = 39.38 ≈ f=39.4
      • Olive: O→E: 392.9 = 39.29 ≈ c=39.3
      • Orange: E→C: 618.4 = 61.84 ≈ k=61.9
      • Blue triangle: D=(171.73,922.83), E=(516.56,798.2), F=(753.89,1226.3): D-E=366.7=36.67≈g, E-F=489.5=48.95≈i=49, F-D=656.5=65.65≈h=65.7
      • |O-M| = 387.9 = 38.79 ≈ a=38? (with the dashed lines showing 380=a and 78=l as horizontal/vertical offsets)

      So jansen_linkage.svg topology:

      • Crank: M-C = m = 15 (the crank is 'm'!)
      • C-J1(A) = j = 50
      • Triangle T1: O-J1 = b, O-J2(B) = d, J1-J2 = e. So T1 has a vertex at the FIXED pivot O!
      • J2(B)-J5(D) = f
      • O-J4(E) = c
      • J4(E)-C = k
      • Triangle T2: J4(E)-J5(D) = g, J4-F = i, J5-F = h
      • Frame: O-M with offset (a horizontal, l vertical), |OM| = sqrt(a²+l²) = 38.79

      Kutzbach for this topology: Bodies: frame(0), crank m(1), j(2), T1b,d,e, k(4), c(5), f(6), T2g,h,i → n=8. Joints: M(frame-crank), C(crank-j-k: ternary→2), O(frame-T1-c: ternary→2), J1(j-T1), J2(T1-f), J4(c-k-T2: ternary→2), J5(f-T2) → 1+2+2+1+1+2+1 = 10. F = 3*(8-1) - 2*10 = 21-20 = 1. ✓✓✓

      1 DOF! So jansen_linkage.svg has the CORRECT topology, and leg.svg (the proportions diagram) is either drawn with a different (incorrect?) topology or I mis-assigned.

      The KEY DIFFERENCE: in the correct topology:

      • The crank pin C connects to TWO links: j and k (not just one).
      • The fixed pivot O is a vertex of triangle T1 (connects to J1 via b, to J2 via d) AND connects to J4 via c.
      • The crank length is m=15; the frame offset is (a=38, l=7.8).

      So the correct Jansen linkage:

      • Fixed: O (pivot) and M (crank center), with M offset from O by (Δx=38, Δy=-7.8) [in the diagram: O=(410,420), M=(790,342): Δ=(380,-78) px = (38,-7.8) units, y up is negative in SVG].
      • Crank: C = M + m*(cosθ, sinθ), m=15.
      • J1 (top joint): |C-J1| = j = 50, |O-J1| = b = 41.5.
      • J2 (left joint): |O-J2| = d = 40.1, |J1-J2| = e = 55.8.
      • J4 (right joint): |C-J4| = k = 61.9, |O-J4| = c = 39.3.
      • J5 (lower-left joint): |J2-J5| = f = 39.4, |J4-J5| = g = 36.7.
      • F (foot): |J4-F| = i = 49, |J5-F| = h = 65.7.

      Solution order (all circle-circle intersections!):

      1. C = M + m(cosθ, sinθ)
      2. J1 = intersect(C:j, O:b)
      3. J2 = intersect(J1:e, O:d)
      4. J4 = intersect(C:k, O:c)
      5. J5 = intersect(J2:f, J4:g)
      6. F = intersect(J4:i, J5:h)

      Beautiful — clean sequential solution, no four-bar sub-problem. This matches "the kinematics modeled using circle intersection method" from the Wikipedia text!

      Now, which is right: leg.svg's topology or jansen_linkage.svg's? The Kutzbach criterion says leg.svg's topology (as I extracted it) has 2 DOF — meaning leg.svg's drawing is either a different (defective) mechanism or I misread it. jansen_linkage.svg gives exactly 1 DOF. Also, the Wikipedia infobox uses jansen_linkage.svg as THE diagram. And its caption says the blue crank drives it. So I'll trust jansen_linkage.svg.

      But wait — let me double check by re-examining leg.svg: maybe I misidentified which endpoints are joints. In leg.svg, line 1 (m=15): (912.7,444.5)→(1059.6,475.2). The ellipse (crank circle) is centered at (912.7,444.5) with radius 150px=15 units. Hmm — the crank circle radius is 15 = m! So in leg.svg TOO, the crank radius is 15 (the green ellipse shows the crank circle with r=15)! And |M-P|=15 as well?? That's odd — the crank circle passes through P.

      Hmm, so in leg.svg: crank center M=(912.7,444.5), crank circle radius 15. The point P=(1059.6,475.2) is at distance 15 from M — ON the crank circle. And the drawn pose has links from P. Hmm, so maybe P in leg.svg is actually the CRANK PIN C (drawn at a particular crank angle), not the fixed pivot! And the fixed pivot O is somewhere else — not marked by a line endpoint...

      Let me re-examine: in leg.svg, is there a fixed pivot? The joints I found: M(912.7,444.5), P(1059.6,475.2), J1(690,138.4), J2(532.7,522.5), J3(172.3,346.7), J4(615.7,906.6), J5(300,719.4), F(435.5,1362.3). If P is the crank pin, then links j(P-J1) and k(P-J4) emanate from the crank pin — matching the correct topology (C connects to j and k)! And the fixed pivot O should connect via b(to J1), d(to J2), c(to J4). But in leg.svg, J1-J2=b, J2-J3=d, J2-J4=c... hmm no.

      Let me test: is there a point O such that |O-J1|=b=41.5, |O-J2|=d=40.1, |O-J4|=c=39.3? From jansen_linkage topology, O connects to J1(b), J2(d), J4(c). In leg.svg, the drawn links are J1-J2(b=41.5), J2-J3(d=40.1), J2-J4(c=39.3). Hmm, so leg.svg has b at J1-J2 but correct topology has b at O-J1. The lengths coincide: b=41.5. In leg.svg, |J1-J2| = 41.5. If the correct topology has |O-J1|=41.5, then in leg.svg's drawn pose, is J2 coincident with O? J2=(532.7,522.5). Is there a fixed pivot at (532.7,522.5)? If O=(532.7,522.5): |O-J1|=|(532.7,522.5)-(690,138.4)| = sqrt(157.3²+384.1²)=sqrt(24743+147533)=sqrt(172276)=415.1px=41.5 ✓!! |O-J4| = |(532.7,522.5)-(615.7,906.6)| = sqrt(83²+384.1²)=sqrt(6889+147533)=sqrt(154422)=393.0px=39.3=c ✓!!

      So in leg.svg, the joint J2=(532.7,522.5) might actually BE the fixed pivot O! Let me verify with the third link: correct topology has |O-J2'|=d=40.1 where J2' is the "left joint". In leg.svg, line 5: (532.7,522.5)→(172.3,346.7) = 401px = 40.1 = d ✓. So leg.svg's "J2" (532.7,522.5) is the FIXED PIVOT O, and leg.svg's "J3" (172.3,346.7) is the left joint (J2 in correct naming)!

      Let me now re-map leg.svg completely with the correct topology:

      • M = (912.7,444.5): crank center ✓ (ellipse center)
      • C = (1059.6,475.2): crank pin (on crank circle r=15: |M-C|=15 ✓) [I previously called it P]
      • O = (532.7,522.5): fixed pivot [I previously called it J2]
      • J1 = (690,138.4): top joint. Links: C-J1 = 50 = j ✓ (line 2), O-J1 = 41.5 = b ✓ (line 3)
      • J2 = (172.3,346.7): left joint. Links: J1-J2 = 55.8 = e ✓ (line 4), O-J2 = 40.1 = d ✓ (line 5)
      • J4 = (615.7,906.6): right joint. Links: C-J4 = 61.9 = k ✓ (line 6), O-J4 = 39.3 = c ✓ (line 7)
      • J5 = (300,719.4): lower joint. Links: J4-J5 = 36.7 = g ✓ (line 8), J2-J5 = 39.4 = f ✓ (line 9)
      • F = (435.5,1362.3): foot. Links: J4-F = 49 = i ✓ (line 10), J5-F = 65.7 = h ✓ (line 11)

      EVERYTHING MATCHES! Both diagrams agree. The correct Jansen linkage topology:

      Fixed: M (crank center), O (pivot). Offset M→O: in leg.svg, M=(912.7,444.5), O=(532.7,522.5): Δ = O-M = (-380, 78) px = (-38, 7.8) units. So O is at M + (-38, +7.8) in SVG coords (y down). In jansen_linkage.svg: O=(410,420), M=(790,342): O-M = (-380, 78) px = (-38, 7.8). SAME! Great, consistent: O = M + (-38, +7.8) (y-down coords), i.e., |Δx|=38=a, |Δy|=7.8=l. So 'a' and 'l' are the horizontal/vertical offsets between crank center and pivot, and 'm'=15 is the crank length!

      So the letters: a=38 (horizontal offset), l=7.8 (vertical offset), m=15 (crank radius). And the 11 moving links: j(C-J1)=50, b(O-J1)=41.5, e(J1-J2)=55.8, d(O-J2)=40.1, k(C-J4)=61.9, c(O-J4)=39.3, g(J4-J5)=36.7, f(J2-J5)=39.4, i(J4-F)=49, h(J5-F)=65.7. That's 10... plus? a,b,c,d,e,f,g,h,i,j,k = 11 links. Yes: j,b,e,d,k,c,g,f,i,h = 10, plus... I'm missing one. a and l are offsets (not links), m is crank. Total letters a-m = 13: a(offset x), l(offset y), m(crank), and b,c,d,e,f,g,h,i,j,k = 10 links. 3+10 = 13 ✓.

      Hmm wait, but that means the "frame" is defined by two offsets a and l rather than a single link. Fine — the fixed distance |MO| = sqrt(38²+7.8²) = 38.79.

      Solution order (verified topology):

      1. C = M + m·(cosθ, sinθ), m=15
      2. J1 = circle-intersect(C, j=50; O, b=41.5)
      3. J2 = circle-intersect(J1, e=55.8; O, d=40.1)
      4. J4 = circle-intersect(C, k=61.9; O, c=39.3)
      5. J5 = circle-intersect(J2, f=39.4; J4, g=36.7)
      6. F = circle-intersect(J4, i=49; J5, h=65.7)

      Each intersection has 2 solutions; choose branches by continuity (or by matching the known configuration). From the drawn pose (leg.svg, y-down coords):

      • M=(91.27,44.45), O=(53.27,52.25) [in units, /10]
      • C=(105.96,47.52): crank angle θ0 = atan2(47.52-44.45, 105.96-91.27) = atan2(3.07, 14.69) ≈ 0.206 rad (≈11.8°) below horizontal (y-down).
      • J1=(69.0,13.84): above M.
      • J2=(17.23,34.67): left.
      • J4=(61.57,90.66): below-right.
      • J5=(30.0,71.94): below-left.
      • F=(43.55,136.23): foot at bottom.

      Let me verify this configuration is reproduced by my solve order at θ0, choosing appropriate branches, and that as θ varies the foot traces the red polyline. I'll write a quick Python check: solve for θ in [0,2π), compute F, compare with the polyline points (scaled to units: raw10 + offset... the polyline transform is matrix(10,0,0,10,-2287.2614,-1955.509), so polyline_raw10 + (-2287.26,-1955.51) = diagram px; diagram px/10 = units).

      Let me do that verification numerically. Then I'll build the Three.js demo with confidence.

      For circle-circle intersection branch selection: given centers P0,P1, radii r0,r1: d=|P1-P0|; a_ = (d² + r0² - r1²)/(2d); h² = r0² - a_²; P2 = P0 + a_*(P1-P0)/d; intersections = P2 ± h * perp((P1-P0)/d). Choose the sign by continuity: pick the solution closest to the previous frame's position. For the first frame, pick sign matching the reference pose. I'll implement branch signs as constants determined from the reference pose, but continuity-based selection is more robust. Actually simplest robust approach: each joint picks the intersection closest to its previous position (temporal coherence). At init, use the reference pose. That handles everything automatically.

      Let me verify with Python now.

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    PERFECT. The kinematic solution is verified:

    • The solved joints match the reference pose to <0.01 units.
    • The traced foot path over a full crank revolution matches the Wikipedia reference foot-trace polyline to within 0.4 units (the polyline is a low-res trace, so that's expected).
    • Foot path: ~68 units wide, ~22.5 units tall, flat bottom at y=136.2.

    The verified Jansen linkage (y-down coords, units):

    • M = crank center; O = M + (-38, 7.8) (fixed pivot)
    • Crank: C = M + 15·(cosθ, sinθ)
    • J1 = intersect(C:50, O:41.5)
    • J2 = intersect(J1:55.8, O:40.1)
    • J4 = intersect(C:61.9, O:39.3)
    • J5 = intersect(J2:39.4, J4:36.7)
    • F = intersect(J4:49, J5:65.7)
    • Branch selection: nearest to previous position (temporal continuity)

    Leg height: foot at y≈136 when down; crank center at y≈44. So leg is ~92 units from crank center to ground. Total foot travel ~68 wide × 22.5 tall.

    Now let me design the full demo: "Strandbeest" — 033-strandbeest

    Concept: A windswept beach at golden hour / dusk where mechanical creatures (Strandbeesten) walk, driven by the wind. Multiple beasts with PVC-tube-style frames, sails that flap, crankshafts driven by wind. The user controls wind speed/direction, can push beasts, spawn new ones, and the camera can follow. Ocean waves lap at the shore, footprints are left in the sand, generative audio (wind, creaking, footsteps, waves).

    Technical plan:

    1. Leg mechanism: exact Jansen linkage solved per frame (cheap: 5 circle intersections per leg). Each beast has multiple legs (e.g., 6 per side × 2 sides = 12 legs, or 4 per side = 8) with phase offsets. Legs arranged along the body axis, mirrored left/right sides sharing a crankshaft. Phase offsets: for N legs per side, phase = i * 2π/N; opposite side offset by π.

    2. Rendering the beast:

      • Rods as cylinders (instanced or merged geometry) between 3D-projected joint positions. Each leg is planar (in the leg's local x-y plane); legs are offset along z (body axis) and mirrored.
      • Body: a spine (crankshaft) along z, with a frame structure. Maybe a sail on top (cloth-like, animated with vertex displacement in shader or CPU) that catches wind.
      • Materials: pale yellowish PVC tube color (like real strandbeesten), with slight roughness. Joints as small spheres/caps.
      • To keep it performant with multiple beasts: use InstancedMesh for rods? Each beast has ~12 legs × 11 rods = 132 rods + frame. With 3-4 beasts, ~500 rods. Could use per-beast merged BufferGeometry updated each frame (positions change), or instanced cylinders with per-instance matrix updated each frame. InstancedMesh with cylinder, updating matrices each frame for ~500 instances is fine.
      • Alternatively, use LineSegments with thick lines? No — cylinders look much better. Use one InstancedMesh for ALL rods across all beasts (shared), and one for joint spheres.
    3. Locomotion: The foot path relative to the crank center is known. When the foot is in contact with ground (lower part of the path, moving backward relative to body), it pushes the body forward. Simple approach: drive the crank at angular speed ω ∝ wind speed; move the beast forward at speed = ω × (stride length per crank revolution) — stride length per revolution ≈ path width (68 units) minus slip. Add foot slip: if a foot is on the ground and the beast's actual velocity doesn't match, slide slightly. Keep it simple: v = ω * stridePerRad with a smoothing, plus beast rotation toward walk direction. Also beasts can turn slowly (heading changes via sine noise). When wind is strong, beasts walk faster. Beasts avoid walking into the ocean (turn around at water line) and avoid each other (simple separation steering).

    4. Environment:

      • Beach: large plane with sand shader — procedural sand color with noise, footprints stamped into a render-target heightmap? Simpler: a footprint decal system — a canvas texture (or a DataTexture) where feet stamp darkened/indent marks that fade over time; sample in sand fragment shader to darken + normal-dent. Use a 1024² canvas covering the walkable area, world-mapped. Footprints fade slowly.
      • Ocean: animated water plane with Gerstner-ish waves in vertex shader + fresnel specular, foam line at the shore that moves in/out (sine + noise), wet sand band near water (darker, more reflective).
      • Sky: gradient sky with sun (golden hour), clouds (billboards or shader), maybe god-ray-ish bloom. Use a big sky dome with shader (gradient + sun disc + haze).
      • Lighting: directional sun with shadows (beasts cast shadows on sand), hemisphere ambient. Shadows: with instanced cylinders, shadows work fine.
      • Post: UnrealBloom + vignette/grain/chromatic grade (consistent with other demos).
      • Dust/sand motes drifting in wind; maybe seagulls? Simple birds circling (a few dark birds with flapping via shader) — nice touch, cheap: instanced birds with wing flap in vertex shader or just two-triangle wings rotating.
    5. Audio (generative WebAudio, behind a mute toggle / starts on first interaction):

      • Wind: filtered noise, intensity follows wind speed.
      • Ocean: slow LFO-modulated noise wash, louder near shore.
      • Creaks: occasional short filtered squeaks whose rate scales with crank speed (per beast, panned by position).
      • Footsteps: soft thuds when feet hit the ground (detect foot contact: foot y near ground and moving backward) — subtle, lowpassed noise burst + sine thump.
      • Maybe a sparse ambient pad.
    6. UI/HUD: consistent with other demos — title, description, controls: wind speed slider, wind direction, gusts toggle, beast count, follow-cam toggle, speed. Buttons: spawn beast, reset. Keyboard shortcuts. PNG snapshot. Adaptive quality tiers.

    7. Interaction:

      • Orbit controls (default), optional follow-cam tracking a beast.
      • Click a beast to give it a push (impulse) — it stumbles/accelerates.
      • Drag wind vane? Simpler: sliders + buttons. Maybe drag on sky to set wind direction? Keep: slider + auto gusts.
      • Pointer move stirs sand motes? Not needed.

    Let me now check how other demos are structured (e.g., 032-wavefront) to match conventions: import map, three version, UI overlay style, quality tiers, audio engine, snapshot, etc. Let me look at the wavefront index.html briefly (it's big, so just skim the head and structure).

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    I'm at 56% of time budget already?! Interesting — timeProgress 0.562. I need to move fast. Let me write the demo now. I'll write the complete index.html for 033-strandbeest in one go, then update the index, then validate.

    Let me design the demo compactly but with high quality. Key components:

    1. Import map: three@0.170.0, OrbitControls, EffectComposer/RenderPass/UnrealBloomPass/ShaderPass/OutputPass.

    2. Scene: golden-hour beach.

      • Sky dome shader (gradient, sun disc, haze, a few procedural clouds via fbm).
      • Directional sun light with shadows, hemisphere light.
      • Sand plane (large, e.g., 400×400) with custom shader: sand noise color, wet band near waterline, footprints from a canvas texture (world-mapped over central area), subtle sparkle.
      • Ocean plane with Gerstner waves in vertex shader + fresnel + foam near shore; shoreline at x = shoreX (say the beach occupies x > shoreX, ocean x < shoreX). Waves lap: shoreline oscillates.
      • Actually simpler: beach is a big plane at y=0; ocean is a separate plane at y≈0.15 with waves; the shoreline is a diagonal line. Footprints canvas covers central region.
    3. Strandbeest class:

      • Constants, solve(theta, state) per leg.
      • A beast: legsPerSide = 3 (or 4), so 6-8 legs. Crankshaft along body axis (z local). Legs at z offsets, phases i*2π/n per side, opposite side +π. Mirror: the leg mechanism is planar; mirroring = reflecting x? The Jansen leg on the left side is the mirror image. Since the foot path is symmetric-ish, mirroring via x → -x with phase shift works (real strandbeesten use mirrored legs).
      • Geometry: rods as instanced cylinders. For each leg, 10 rods (j,b,e,d,k,c,g,f,i,h) + crank (m). Plus frame rods: crankshaft (along z through all crank centers), spine rods connecting O points, etc. Keep the frame simple: a central shaft box/cylinder + a few crossbars + a mast + sail.
      • Per frame: for each leg, solve joints in 2D (local leg plane: x = forward, y = up... careful with y-down SVG coords: I'll flip y). Then transform to beast local 3D: leg plane at z = legZ, x = legX (2D x), y = 2D flipped. Then beast matrix → world. Update instanced cylinder matrices (position = midpoint, orientation = quaternion aligning +Y to rod direction, scale = (thickness, length, thickness)).
      • Locomotion: crank angle θ advances by ω dt. ω = k * windSpeed (plus push momentum). Body velocity: the foot path width per crank revolution is ~68 units; stride = 68 * scale per revolution. v = ω/(2π) * stride * efficiency. Direction: beast walks in its heading; heading slowly wanders; beasts steer away from water and from each other and from bounds.
      • Foot contact & footprints: for each foot, compute world pos; if foot y < groundY+eps and moving backward relative to ground (stance), stamp footprint into canvas at (x,z) → small dark ellipse oriented by heading; also trigger soft footstep sound (throttled) and tiny sand puff particle? Keep particles simple: a small Points system for sand puffs and ambient motes.
      • Sails: each beast gets a sail (plane geometry, CPU-waved: vertices displaced by sine flapping scaled by wind) mounted on a mast; sail catches wind → maybe drives ω. Add a subtle "wind sock" too. Sails: double-sided, semi-transparent-ish cloth color.
      • Beast scale: leg units ~92 from crank center to foot bottom. Scale beast so leg height ≈ 4 world units (scale ≈ 4/92 ≈ 0.0435 per unit... let's define scale s = 0.05 → foot bottom at 136*0.05 = 6.8 below crank center; crank center height = 6.8 → beast ~7 units tall with mast ~10. Beach area maybe 300×300. Camera at ~25 distance. Fine.
    4. Gulls: a few instanced birds (two triangles as wings flapping via CPU matrix update or vertex shader time). Simple: each gull = small body + 2 wings as planes, wings rotate ±sin(t). They circle above. Cheap and adds life.

    5. Audio: WebAudio — wind (bandpassed noise, gain ∝ wind), ocean wash (lowpass noise with slow LFO), creaks (short bandpass-filtered sawtooth blips with random freq, rate ∝ crank speed, panned), footsteps (soft thump: sine 60-90Hz decay + filtered noise), ambient pad (two detuned sines through lowpass, very quiet, slow evolution). Master mute button; audio starts on first gesture.

    6. UI: title HUD, stats (wind speed, beast count, total steps, fps), control panel (wind slider, gusts toggle, beasts slider, follow cam toggle, speed?), buttons (spawn, snapshot, mute, reset), help overlay with shortcuts, toast messages. Keyboard: W wind+, S wind-, G gusts, B spawn, F follow, H help, M mute, P snapshot, R reset.

    7. Quality tiers: detect fps, drop pixelRatio / bloom / shadow size. Adaptive.

    8. Post: EffectComposer: RenderPass, UnrealBloomPass (strength ~0.35, radius 0.6, threshold 0.85), custom grade ShaderPass (vignette, grain, slight chromatic aberration, warm tint), OutputPass.

    Given time constraints (56% used), I must write this efficiently — one big file write, then quick syntax check with node --check on the extracted module, then update index.html, then done. Let me be careful with the code to avoid bugs.

    Key math details for the leg solver (flipping to y-up): SVG coords are y-down. I'll work in y-up: define M=(0,0), O=(-38, -7.8)?? Let me convert: y-up = -(y-down). Reference: M=(91.27,44.45) y-down → but I'll set M at origin. O = M + (-38, +7.8) y-down → in y-up: O = M + (-38, -7.8). So O = (-38, -7.8) relative to crank center M at origin. The foot ends up below: in y-down, foot y≈136 (below M at 44) → in y-up, foot y ≈ -92 relative to M. Good: legs hang down.

    Crank: C = M + 15(cosθ, sinθ) — in y-up coords, direction of rotation: Wikipedia says crank driven clockwise (in the diagram's orientation, y-down). Clockwise in y-down = counterclockwise in y-up. The walking direction (foot moves which way?) — I'll determine empirically: the beast should walk such that the foot's ground-contact phase moves backward relative to body. I'll just pick a sign for ω that looks right; since I compute foot world positions, I can auto-determine: during stance (foot lowest), the foot's x-velocity in body frame should be opposite to walking direction. Simpler: choose ω sign so the beast walks forward (+x local). I'll test numerically right now in Python to lock it in: compute foot path in y-up coords, find during stance (bottom of path) whether foot x increases or decreases with θ increasing.

    Let me quickly compute: with θ increasing (CCW in y-up), at the bottom of the path, does x increase or decrease? From the bbox: x range 19.7..87.7 (y-down). Let me just compute quickly.

    Actually let me not over-think: in the demo, I'll compute the foot's previous and current world position; the beast's velocity is derived from the average stance-foot velocity (like real strandbeest locomotion: the feet on the ground ARE the wheels). Elegant approach: each frame, for each foot in stance (y below threshold), compute its local-frame x velocity; the body should move so that stance feet are (approximately) stationary in world. So body velocity = -average(stance foot local x velocity) in the walking direction. This gives natural, slip-free motion and even handles pushes. I'll smooth it. This is robust regardless of ω sign — the beast walks whichever way the crank turns. I'll pick ω = -sign for forward... whatever, the velocity coupling handles it. I'll set crank direction so that it walks forward with positive wind: just test once and hardcode.

    Let me quickly run the numeric test for direction, then write the file.

    Also footprints: canvas 1024², world region: x∈[-60,60], z∈[-60,60] mapped. Stamp: dark ellipse alpha 0.25, fade via globalAlpha fill rect with destination-out? Fading: periodically draw a translucent rect with 'destination-out' to fade all marks. Sand shader samples this texture: darken color + slight normal perturbation (skip normals, just darken + roughness change).

    Ocean: plane covering x < shoreline, with Gerstner waves; shoreline = line z-parallel at x = -25 (ocean on -x side). Beach plane big. Wet sand band: darken sand for x in [-25+.., -18..] with oscillating edge (foam line). Foam: in ocean shader, near shoreline add white foam by noise; also a "swash" — the waterline moves with time: effective shoreline x_shore(t,z) = -25 + 3sin(0.1t + z0.05)... The ocean plane edge can be large; waves amplitude small near shore.

    Simplification for time: ocean = big plane y=0.05, vertex waves (2-3 Gerstner), fragment: deep blue-green, fresnel to sky color, specular sun glint, foam near shoreline using world x distance to animated shoreline + noise. Sand: y=0 plane, color varies with noise; wet when x < shoreline+2 (darken, more spec). Footprint texture multiplied in dry area only (fade in wet).

    Shadows: sun directional, shadow camera covering ~120 units around camera target or follow area. Instanced cylinders cast shadows — fine.

    Beast frame: crankshaft = cylinder along z at M height; two side frames: rods from O points... keep simple: spine cylinder + per-leg pivot housings (small boxes) + mast + sail + a "head"? Real strandbeesten have a big sail array on top. I'll add: mast at center, sail rectangle (2×3 units) with cloth wave, plus two angled support rods. Also a wind vane arrow? Skip.

    Push interaction: raycast against an invisible bounding sphere per beast; on click, apply impulse: beast.push = vector; crank ω boost; beast lurches (tilt). Also pointer drag orbits (OrbitControls). Distinguish click vs drag by movement threshold.

    Spawn: up to 6 beasts. Default 3.

    Follow cam: toggle; lerps camera target to selected beast, keeps orbit offset.

    Gulls: 5 gulls, circling paths, wing flap.

    Sand puffs: small Points with per-particle life; spawned at foot plants when speed high. Ambient motes: 200 points drifting with wind.

    Audio: as described. Keep compact.

    FPS adapt: measure over 2s windows; tiers: high (dpr≤2, bloom on, shadows 2048), medium (dpr 1.5, bloom on, shadows 1024), low (dpr 1, bloom off, shadows 512, fewer motes). Auto step down/up.

    Toast messages for mode changes.

    Snapshot: render then toDataURL, download.

    Let me also handle WebGL context: antialias true, preserveDrawingBuffer for snapshot (or render-on-demand before capture).

    Now — numeric test for crank direction, then write the big file. Time is limited; combine: run python test now.

  • Created activity call execute_shell_command
  • Created

    With θ increasing (CCW in y-up), during stance the foot moves +x (0.117/step). So the foot pushes backward... wait: during stance the foot should move backward relative to the body (i.e., opposite to walking direction). If foot moves +x during stance, the body moves -x relative to ground-fixed feet → the beast walks in -x direction with θ increasing. Or equivalently, with θ increasing, walking direction is -x. To walk in +x (my chosen forward), use θ decreasing (ω negative). I'll handle it via the velocity-coupling method anyway: body velocity = -average stance foot velocity (in body frame), so the beast naturally walks the correct way for whatever ω sign. I'll set ω = -windDrive so it walks +x... let me just define forward as the direction the velocity coupling yields, and orient the body so the "head" faces the walking direction. The leg is asymmetric (foot path x range -71.5..-3.6, foot is behind/below). The "front" of the beast: real strandbeesten walk with the crank... whatever looks fine. I'll orient heading along velocity.

    Now write the demo. One big HTML file. Let me carefully draft it.

    Structure plan (compact but complete):

    Key implementation details:

    Leg solver (per leg, local 2D, y-up, M at origin):

    Rods per leg (11): crank (M→C), j (C→J1), b (O→J1), e (J1→J2), d (O→J2), k (C→J4), c (O→J4), g (J4→J5), f (J2→J5), i (J4→Ft), h (J5→Ft). Plus joint spheres at C, J1, J2, J4, J5, Ft, O, M (8, but O and M shared per leg position... just do per leg, fine).

    Wait — important: O and M are per-leg-plane points (same local x,y for every leg, different z). The frame: crankshaft through all M points (a long cylinder along z), and a spine rod through all O points. Plus crossbars. Good.

    Mirroring for the other side: reflect x → -x? The mechanism mirrored: OX → +38? Mirroring the whole 2D linkage across the y-axis: x→-x. The solver still works (just mirror output x). Branch continuity handles it if initial state is mirrored too. I'll mirror at transform time: for side B, x_local = -x_solved. And crank phase offset π. The foot path mirrored — fine.

    Beast local frame: x = forward (walking dir), y = up, z = body axis (left-right). Legs at z = ±(z0 + idz). Crank center at local (0, legHipY, z_leg) where hip height = 91.8scale above foot bottom. Foot bottom at local y = -91.8scale relative to crank center. So beast origin at crank center height; beast.position.y = 91.8scale (so feet touch y≈0).

    Scale: choose scale=0.055 → hip height ≈ 5.05; foot path width 68*0.055 ≈ 3.74 per crank rev; beast body length: 3 legs/side, dz ≈ 1.1 → half-length ~2.2 + frame → body ~5 long. Nice proportions.

    Locomotion per beast:

    • thetaVel (ω) target = windSpeed * windResponse + pushDecay; ω = -target (sign so it walks forward +x; from test: θ increasing → walks -x; so ω negative → walks +x). Actually let me keep the velocity-coupling: measure stance feet average local x-velocity vx_stance; bodyVel = -vx_stance (smoothed). This auto-adapts. But when feet are airborne (no stance), keep last vel. Add slight bobbing/pitch from gait: body pitch = k * (average foot y variance), roll slight. Also lateral sway.
    • heading: beast.heading angle; wander via perlin-ish sine noise; avoid water (if x < shoreX+margin → steer +x), avoid bounds (|x|,|z| < 130), separation between beasts.
    • position += forward * speed * dt.

    Footprints: for each foot each frame: world pos; if footWorldY < 0.12 and footWasUp → plant: stamp footprint at (x,z) rotated by heading, play step sound (throttle per beast), spawn puff if speed high. Also continuous scuff: if foot in stance and moving, stamp lightly every 40ms. Keep simple: stamp on plant + every 60ms while stance.

    Footprint canvas: 1024², region [-70,70]² (140 units). CanvasTexture; in sand shader, darken albedo by tex (r channel) and increase roughness slightly. Fade: every frame draw rect fill 'rgba(0,0,0,0.004)' with globalCompositeOperation='destination-out'... that fades alpha; I stamp with alpha. In shader use tex.a as mask. CanvasTexture needsUpdate. Fading each frame with destination-out at low alpha — footprints last ~1-2 min. Good.

    Ocean shader:

    • vertex: 3 Gerstner waves (dir, steep, wavelength), plus small chop sine; compute normal analytically (or via partial derivatives; I'll do the standard Gerstner normal accumulation).
    • fragment: base deep color mix by fresnel with sky horizon color; sun specular (blinn from sun dir); foam: near shoreline — shorelineX(z,t) = SHORE + swash; foamMask = smoothstep on (worldX - shoreline) plus noise breakup; also whitecaps by wave crest height.
    • The ocean plane spans x in [-400, shoreline+8], z in [-400,400]; it overlaps sand slightly; ocean y=0.02 baseline with waves ±0.35. Sand at y=0. Wet band on sand: x < shoreline + swash + 2 → darker & slight spec boost. The shoreline oscillates: swash = 2.2sin(t0.35 + z0.045) + 1.2sin(t0.13+z0.02). SHORE = -18.

    Beasts stay at x > shoreline + 4 (steering).

    Sky: big sphere (BackSide) shader: gradient (zenith deep blue-purple → horizon warm orange near sun azimuth, pinkish opposite), sun disc + glow at sun direction, few fbm clouds in a band, subtle stars fading in near zenith? Golden hour — keep stars out. Sun direction: low elevation (~10°), azimuth over the ocean (-x) so beasts are backlit nicely: sun at (-0.85, 0.18, 0.2) normalized-ish. DirectionalLight from same dir, warm color; hemisphere: sky warm / ground sand.

    Gulls: 6 gulls; each: small elongated body (cone/capsule) + two wing planes; flap: wing rotation z = ±sin(t*flapF)*0.6; path: circle around center with radius drift + vertical bob; orient along velocity. Update via per-gull Group; few objects, cheap.

    Motes: 240 points in a 120×30×120 box, drift with wind + sine flutter, wrap around. Additive, small, warm. Sand puffs: pool of 120 points; on plant: activate 3-5 at foot pos with small random vel, life 0.6s, gravity slight, fade. One Points system with attributes (pos, life, size); update CPU.

    Audio engine (compact):

    • ctx on first gesture; master gain; mute toggle.
    • wind: noise buffer → bandpass(400Hz) → gain ∝ windSpeed²; LFO on bandpass freq.
    • ocean: noise → lowpass(500) → gain with slow LFO (0.07Hz) ±; constant-ish.
    • pad: 2 osc (sine 110 & 165.3Hz) → lowpass 600 → slow gain LFO; very quiet (0.05).
    • creak: per beast random timer scaled by |ω|: short sawtooth blip, freq 300-900 random glide down, bandpass, gain 0.06, panner by beast x/z relative to camera (use StereoPannerNode from world dir).
    • step: on plant: sine 70Hz decay 0.12 + noise burst lowpass 300, gain ∝ speed, pan. Keep audio code ~120 lines.

    Post: composer with bloom (0.4, 0.7, 0.85) + grade shader (warm lift, vignette, grain, CA).

    Quality: fps EMA; tiers applied: pixelRatio, bloom enabled, shadow map size, motes count. Start high; check every 2.5s; if fps<45 drop; if >57 for a while, raise (max high).

    UI: bottom-left control panel with sliders/buttons; top-left HUD title; top-right stats; help overlay toggled; toast center. Buttons: Wind slider (0..10), Gusts toggle, Beasts +/- (1..6), Follow (cycles beast/off), Audio, Snapshot, Reset view, Help. Shortcuts: arrows/W/S wind, G gusts, B add beast, X remove, F follow, A audio, P snapshot, H help, R reset camera.

    Click beast → push: raycast to invisible sphere per beast (store in beast.hitSphere, a Mesh with visible=false... raycast needs visible? Raycaster intersects invisible meshes fine if we pass them explicitly). Push: beast.impulse += dir*6; also crank boost; toast "pushed".

    Beast count change: spawn at random position on beach with random heading; remove: dispose.

    Follow cam: if followTarget, controls.target lerps to beast position + small offset; camera maintains offset (user can still orbit).

    Reset: camera back to default.

    Now, instanced rods: cylinder geometry (radius 1, height 1, openEnded? capped fine), per frame set matrix: midpoint, quaternion from up-vector to dir, scale (r, len, r). Use InstancedMesh with MeshStandardMaterial (color PVC #e8dfc8, roughness 0.6). Different rod groups could have different radii (main rods vs crank). Keep single radius 0.09*legScaleFactor... rod radius ~0.055 world. Joint spheres radius 0.11.

    Per beast: rods count = legs(6) * 11 + frame(≈10) = 76 → capacity 80. Joints: 6 legs * 6 moving joints (C,J1,J2,J4,J5,Ft) + per-leg O,M spheres? M is on crankshaft, O on spine — draw joints only at moving pins: 6*6=36 + frame ends ~8 → 48.

    Frame rods per beast: crankshaft (1 long along z at M), spine (1 along z at O), 2 crossbars (M z-ends to O z-ends? diagonal), mast (vertical at center, height 3.2), 2 sail spreaders (horizontal at mast top/bottom), maybe tail. ~8 rods. Sail: separate Mesh (plane 3.4×2.6, 12×8 segments) with CPU wave; attached to beast group at mast. DoubleSide standard material, slightly translucent (opacity 0.92), color warm canvas #d9c9a8 with stripes? Keep solid with slight sheen.

    Also each beast: a "nose" head rod forward? Real beests have sail up front. Fine as is.

    Shadows: rods InstancedMesh castShadow=true; sand receiveShadow. Ocean transparent-ish? Ocean receiveShadow false. Beasts also self-shadow slightly — fine.

    Perf: 6 beasts × 76 rods = 456 instance matrix updates/frame + legs solve 6×6=36 solves × 5 intersections — trivial.

    Now the sand shader with footprints: Sand: PlaneGeometry 800×800 rotated flat at y=0. ShaderMaterial custom:

    • albedo: base sand color with fbm variation + speckle noise;
    • wet band: wetness = smoothstep(shore+swash+3, shore+swash-1, worldX) → darken albedo *0.62, boost spec;
    • footprints: sample footprint tex (a channel) where dry-ish: darken by (1-a*0.35), and slightly increase roughness... in custom shader I control lighting: simple lambert with sun dir + hemisphere + specular (Blinn) for wet areas; receive shadows? Custom shader + shadows = need shadowmap chunk includes. To save time, use MeshStandardMaterial with onBeforeCompile injecting map/footprint logic! That's the pragmatic path: standard material gets shadows, fog, etc. I'll inject:
      • uniform footprintTex, shoreParams, time
      • in fragment: modify diffuseColor.rgb by noise, wet band, footprints; adjust roughnessFactor via... onBeforeCompile can patch roughnessmap_fragment too. This is doable but fiddly.

    Alternative: keep sand as MeshStandardMaterial with a CanvasTexture as map that I redraw entirely each frame? 1024² canvas redraw with noise = too slow per frame. Better: bake sand base color texture once (1024², noise + speckle), use as map; separate footprint canvas as second texture; inject via onBeforeCompile: after map_fragment, sample footprint & wet band to darken. Wet band needs world x + time → pass varying worldPosition (three provides it? In standard material, vWorldPosition exists only with envmap... I'll add my own varying via onBeforeCompile vertex patch). Roughness: patch roughnessmap_fragment to modulate roughnessFactor by wetness. This is all standard practice; I'll write carefully.

    Ocean: ShaderMaterial custom (no shadows needed), transparent: false; depthWrite true. Fine.

    Sky: ShaderMaterial on sphere, BackSide, depthWrite false, fog false.

    Fog: scene.fog = new THREE.Fog(warm haze color, 80, 380) for depth. Ocean/sand standard materials get fog automatically; custom shaders: add fog manually? Skip fog in custom shaders; keep fog subtle so mismatch isn't jarring... Actually ocean custom shader without fog vs fogged sand could mismatch at horizon. I'll include simple fog in ocean shader manually (mix toward fogColor by distance). Sky handles its own horizon. OK.

    Bloom: threshold 0.8 so only sun/spec/sail highlights bloom.

    Let me now write the file. It's long (~1300-1500 lines). Let me write it in one go, carefully. I'll write to /space/demos/033-strandbeest/index.html.

    Actually, to reduce risk of s3fs write issues, write to /tmp first, then copy. Let me draft the entire code mentally with care for correctness, then emit.

    Critical pieces to get right:

    1. Circle intersection with continuity:

    careful: s1=(xm+ox, ym+oy), s2=(xm-ox, ym-oy). Choose nearer to prev.

    1. Leg solve with persistent state object per leg:

    circleHit writing into same object as prev: fine if we compute before writing.

    1. Rod instance update:
    1. Beast update per frame:

    Mirroring: side A: x as solved; side B: x = -solved.x. Both with z = leg.z. y = solved.y * scale + hipY... all in beast local (before group transform). Beast group has position/rotation; rods' world transforms: I'll parent the InstancedMesh to the beast group and set instance matrices in LOCAL space — three applies group transform on top.

    Leg local coords: scale s: px = solved.x * s * mirror, py = solved.y * s, pz = leg.z. Crank center M at (0,0,leg.z) local; beast origin at M height: beast.position.y = hipY = 91.8*s.

    Rods (local): crank: (0,0,z)→(cx,cy,z); j: C→J1; b: O→J1 where O=(OXs, OYs, z)... wait O in local = (-38s, -7.8s, z). Yes.

    Frame rods: crankshaft: (0,0,-zMax-0.3)→(0,0,zMax+0.3); spine: (OXs, OYs, -zMax-0.3)→(...,+zMax+0.3); 2 diagonals: (0,0,±zMax)→(OXs,OYs,±zMax)? those are per-end X braces; mast: (0.2,0,0)→(0.2, mastH, 0)? mast slightly behind center; sail spreaders at top. Also a small tail skid? skip.

    1. Locomotion velocity coupling:

    Hmm — but foot local x velocity already includes body motion? No: foot local coords are in beast frame (from solver, only depend on θ). So foot local vx is purely gait-driven. If feet are on ground and not slipping, body velocity = -foot local vx. ✓. This yields vel ≈ +x when ω<0 (from the python test: θ increasing → stance foot moves +x → body moves -x; so for body +x, need ω<0). Set this.omega = -(wind*resp + push). Beast forward = +x local. heading: group.rotation.y = heading where heading measured so local +x maps to world dir (cos h, 0, sin h)? rotation.y = -atan2(dir.z, dir.x)... For a Group, local +x after rotation.y=φ maps to world (cos φ, 0, -sin φ). I'll manage with explicit dir vector and set rotation.y = Math.atan2(-dir.z, dir.x)... let me just: dirWorld = (Math.cos(heading), 0, Math.sin(heading)); set group.rotation.y = -heading + 0? Test: rotation.y=ψ rotates local +x to (cosψ, 0, -sinψ). Want (cosH,0,sinH) → cosψ=cosH, -sinψ=sinH → ψ=-H. So group.rotation.y = -heading. OK.

    Steering: heading += wander + avoidance; wander = 0.3sin(t0.13+seed) + gusts... keep heading mostly toward open beach; if pos.x < shore+6 steer to +x: desired = 0 (heading 0 = +x); turn toward it. Bounds: if |z|>120 steer back; if x>120 steer back. Separation: for each other beast within 12: steer away.

    Speed: vel from coupling (units/sec local x) * ... note vel is in LOCAL units/sec (scaled units, since solver coords × s). Actually solved coords × s = world-ish units. vel ~ stride 3.7 units per crank rev; ω = wind0.9 rad/s → rev/s = ω/2π ≈ 0.14wind... at wind=6: 0.86 rev/s → 3.2 u/s. Nice walking pace.

    Body bob: group.position.y = hipY + bobAmpsin(2θ)... subtle 0.06. Pitch: group.rotation.z = 0.03sin(θ*?)... use gait phase variance: pitch = 0.04sin(2theta). Roll: 0.05*sin(theta). Keep subtle. Push: impulse decays; adds to vel temporarily + lurch pitch.

    1. Footprints stamping: canvas ctx; world→canvas: u=(x+70)/1401024, v=(z+70)/1401024. Stamp: ellipse radius 0.35 world → 2.56 px... too small; make 0.6 world → 4.4px. alpha 0.5. rotate by heading. Also fade: every 0.5s, ctx.globalCompositeOperation='destination-out'; fillStyle alpha 0.02; fillRect. texture.needsUpdate=true each frame after stamps (only when stamped, throttle to when any stamp happened or fade applied).

    Sand shader injection (onBeforeCompile):

    Need varying vec3 vWPos; declared in both shaders, and uniforms declared. Also sand map: bake canvas 512² with sand noise (value noise via layered random + smoothing — simple: fill base color, add thousands of random speckles + a few blotches). Good enough at beach scale.

    Ocean shader (custom ShaderMaterial): Uniforms: uTime, sunDir, sunColor, sky colors, fogColor, shore stuff. Vertex: pos = position (plane 800×800 at x center -218 so covers x∈[-618,182]... make plane 500×800 centered x=-250+... let me: ocean plane width 600 (x), depth 800 (z), position x=-320+SHORE... SHORE=-18: ocean from x=-600 to x=-14: center x=-307, width 586 → use 600. Plus allow overlap: up to -10. Set plane 620 wide centered at -320 → covers -630..-10. OK. Gerstner: 3 waves: (dir (1,0.15), amp 0.32, len 26, speed), (dir(1,-0.3), amp 0.18, len 11), (dir(0.8,0.6), amp 0.1, len 5.5) — all moving toward +x (shore). Displace x,y,z (gerstner x/z displacement small). Compute normal via analytic derivatives. Also attenuate amplitude near shore? Waves should shoal: increase slightly then foam. Keep simple: amp constant; foam near shore hides detail. Fragment: viewDir, normal; fresnel = pow(1-max(dot(n,v),0),3); col = mix(deep(0.02,0.10,0.13), skyHorizon(0.55,0.62,0.66 warm), fresnel); sun spec: reflect dir blinn pow 200 * sunColor * 1.5; foam: dist = vWPos.x - swash(z,t); foamBand = smoothstep(2.5,0.5,dist) * (0.6+0.4noise(xz3+t)) for dist<... plus crest foam: smoothstep(0.25,0.35, worldY)*noise. col = mix(col, foamWhite, foamMask). Manual fog: mix(col, fogColor, smoothstep(80,380,dist(camera))). Alpha 1.

    Sky shader: sphere r=900. fragment: dir = normalize(vWorldPos - cameraPos)? Use vWorldDirection: varying from vertex: vDir = position (sphere local). t = clamp(dir.y,0,1); zenith (0.12,0.18,0.35) → mid (0.45,0.5,0.68) → horizon warm (0.98,0.62,0.35) near sun azimuth, cooler (0.55,0.5,0.6) opposite: blend horizon color by sunAmount = pow(max(dot(dirH, sunDirH),0),2). Sun disc: d=dot(dir,sunDir); disc = smoothstep(0.9993,0.9997,d)2 + pow(max(d,0),350)0.8 glow + pow80.15 haze. Clouds: band 0.05<dir.y<0.5: fbm(dir.xz/dir.y * scale + t*0.005) → white-ish warm clouds with alpha ~ smoothstep; keep cheap: 4-octave value noise via hash. Stars: skip.

    Gulls: create 6; each gull group: body = small capsule (use cone stretched or capsule geometry), wings = two planes (0.9×0.25) hinged at body; per frame: circle path: ang = tspeed+phase; pos = center + r(cos, , sin), y = 14+3sin(...); heading tangent; wings rotation.z = ±(0.15+0.55sin(t*flap+phase)); flap slows sometimes (glide): flapAmp modulated by noise. Cheap, fine.

    Motes: Points 220, shader material: size attenuation, additive, opacity 0.35, warm; drift: pos += winddt(0.5+rand) + sine flutter; wrap in box around camera target... simpler: box [-90,90]², y[0,25]; wrap axes.

    Puffs: Points 150 with per-particle life attribute; CPU update positions; spawn on foot plants (max 4/plant, throttle). Color sand, opacity by life. Use PointsMaterial with vertexColors? Need per-point alpha → custom shader or use opacity global... simplest: custom ShaderMaterial with attributes (aLife) → alpha = aLife. OK, small shader.

    Audio: as planned. Keep the engine minimal but pleasant. Master gain 0.9; mute toggles.

    UI: bottom panel with: Wind slider 0-10 (default 4), Gusts button (toggle, default on), Beasts: - / + buttons with count, Follow button (cycles: off→beast1→...→off? simpler toggle follow nearest), Audio toggle, Snapshot, Reset cam, Help. Stats top-right: WIND (beaufort-ish label), BEASTS, STRIDE speed of followed/first beast, FPS. Toast on actions. Help overlay lists controls. All styled like other demos (dark glass panels, accent color — pick amber/gold #ffb45e for golden hour theme).

    Adaptive quality: track fps EMA; every 2s evaluate: if ema<45 and tier>0 → tier--; apply: pixelRatio [min(dpr,2), 1.5, 1][tier]; bloom pass enabled [true,true,false]; shadow [2048,1024,512] (needs light.shadow.mapSize + dispose map); motes visible count via draw range? just set points visible true/false at low. If ema>58 and tier<2 for 3 consecutive checks → tier++.

    Snapshot: composer.render(); renderer.domElement.toBlob → download 'strandbeest.png'. Need preserveDrawingBuffer or render right before toBlob in same frame — call composer.render() then immediately toDataURL in same tick: works without preserveDrawingBuffer if synchronous. toBlob is async-ish but the buffer is captured at call time? Safer: toDataURL synchronous right after render. Fine.

    Resize handler.

    Init: 3 beasts.

    Time check: I must write this NOW, in as few operations as possible. I'll write the whole file via read_write_file_in_shell_environment (write mode) to /tmp/strandbeest.html, then node --check the extracted module, then mkdir + cp to /space/demos/033-strandbeest/index.html, then update index.html with awk insertion, verify, done.

    Let me compose the full HTML. I'll be careful about:

    • No undefined variables.
    • three r170 API: EffectComposer, RenderPass, UnrealBloomPass, ShaderPass, OutputPass imports from addons.
    • Capsule geometry exists (THREE.CapsuleGeometry).
    • InstancedMesh matrix updates: instanceMatrix.needsUpdate = true.
    • onBeforeCompile string patches must match three r170 shader chunk names: 'map_fragment', 'roughnessmap_fragment', 'begin_vertex' — these exist as #include <map_fragment> etc. I'll use replace on the shader strings.

    For sand material: MeshStandardMaterial({ map: sandTex, roughness: 0.93, color white }). onBeforeCompile inject. Note: for the footprint texture to not affect when out of range: fuv outside [0,1] → clamp; set texture wrap to ClampToEdge; alpha 0 outside region? Canvas default alpha 0 — but clamp-to-edge would smear edge pixels; acceptable (edges far from walk area). Fine.

    One more consideration: shadows with custom-patched standard material — fine, shadow receive works.

    Ocean is custom ShaderMaterial — no shadows on ocean; beasts near water won't shadow water; acceptable.

    Sun shadow camera: directional light at sunDir * 180, target at origin (or follow camera target x/z clamped). Shadow ortho box: ±90. With follow cam, update light position/target to follow target. Simpler: fixed large box ±100, mapSize 2048 → ~0.1 u/texel — decent. Keep fixed at scene center; beasts stay within ±120... shadow box ±100 might clip far beasts. Make box ±130, mapSize 2048 (tier high). OK.

    Camera: fov 55, pos (26, 12, 30) looking at (0,4,0). OrbitControls: target (0,4,0), maxPolarAngle 0.49π (don't go under sand), minDistance 8, maxDistance 160, enableDamping.

    Fog: Fog(0xc7a17a-ish warm haze, 90, 420). Sky sphere radius 900 > fog far — sky material ignores fog (fog:false in ShaderMaterial... ShaderMaterial doesn't apply fog unless fog:true and shader has fog chunks; mine won't). Good.

    Tone mapping: ACESFilmic, exposure 1.05. Renderer outputColorSpace default SRGB in r170. With composer + OutputPass, tone mapping applied in OutputPass. Set renderer.toneMapping = ACESFilmic; OutputPass handles it.

    Bloom threshold 0.75, strength 0.45, radius 0.55.

    Grade shader: vignette + grain + slight CA + warm balance:

    Audio footsteps need foot plant events from beasts: beast.onStep callback → audio.step(pan, gain) + puff spawn + footprint stamp. I'll wire via a global handler.

    Creaks: per beast timer: next in 1/|ω| * rand... if |ω|>0.5: schedule creaks at rate |ω|*0.5 Hz.

    Let me also add a subtle "sail flap" noise when gusty? Skip — time.

    Beaufort-ish wind label: 0-1 Calm, 2-3 Breeze, 4-5 Moderate, 6-7 Fresh, 8-9 Gale, 10 Storm.

    OK writing now. I'll aim for correctness over extra features. Let me write the file.

    One more detail — leg phase offsets: legsPerSide=3: phases [0, 2π/3, 4π/3] for side A; side B same phases +π? Real strandbeest: 6 legs/side with 60° offsets... With 3 per side mirrored +π offset, gait is smooth enough. z positions: side A z = -0.75 - i1.05 (i=0,1,2) → -0.75,-1.8,-2.85; side B mirrored +. Hmm, that puts legs only on... body length ~5.7. OK: zA = -(0.8 + i1.1), zB = +(0.8 + i*1.1). zMax = 3.0 for frame rods.

    Initial solver state per leg: use reference pose (converted): j1=(-22.27+... wait recompute from python conv: conv(p) = (p.x-91.27, -(p.y-44.45)):

    • J1: (69.0-91.27, -(13.84-44.45)) = (-22.27, 30.61)
    • J2: (17.23-91.27, -(34.67-44.45)) = (-74.04, 9.78)
    • J4: (61.57-91.27, -(90.66-44.45)) = (-29.70, -46.21)
    • J5: (30.0-91.27, -(71.94-44.45)) = (-61.27, -27.49)
    • F: (43.55-91.27, -(136.23-44.45)) = (-47.72, -91.78) Init each leg state with these (fresh object copies). Branch continuity from there works (verified in python starting exactly from these).

    Stance threshold: foot local y < -86*s... foot y range [-91.8,-69.4] (units). Stance when y < -85 (units, before scale). I'll compute in raw units then scale.

    Foot prev for velocity: store per leg prevFootX (raw units).

    Also footprint stamp needs world foot pos: compute local (xsmirror, hipY + y*s, z) → apply group matrixWorld. I'll compute via ***********************ix4(beast.group.matrixWorld) — but matrixWorld updated in render; during update use group.updateMatrixWorld() once per beast per frame before foot processing. Fine (cheap for 6 beasts).

    Push interaction: raycaster on pointerdown (if not moved much on pointerup → click): intersect beast.hitMesh (invisible cylinder around body). Apply: beast.impulse += 5; beast.lurch = 1; toast.

    Follow: button cycles through beasts then off: followIndex = -1 → 0..n-1 → -1.

    Reset: also resets camera.

    Alright — writing the file now. Also remember meta description, title "Strandbeest — Wind-Powered Walking Machines". Number 033.

    For the index card description, write in the same style as others (long, feature-rich).

    Let me write the code. I'll be extra careful with the onBeforeCompile patches and shader code syntax. Also careful: in GLSL, use texture2D (WebGL2 → three injects #define texture2D texture when needed; in custom ShaderMaterial with GLSL1 default, texture2D works).

    Writing now — this will be a large write operation.

  • Created activity call execute_shell_command
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  • Created activity call read_write_file_in_shell_environment
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    Now let me validate the JavaScript syntax. Extract the module script and run node --check. Also, I noticed one bug I intentionally left: g.fillStyle = '#c9a briefly'; — that was a typo I wrote deliberately? No — I wrote it as a mistake placeholder: g.fillStyle = '#c9a briefly'; // placeholder overwritten below followed by the correct g.fillStyle = '#caa67e';. The invalid color string is harmless in canvas (invalid assignments are ignored), but it's sloppy — let me remove that line.

    Also check: g.wl.rotation.x = g.wr.rotation.x = Math.PI / -2 + 0.0; — wings are PlaneGeometry in XY plane; rotating x by -90° makes them horizontal (XZ plane). Wing geometry translated +x 0.575, so wing extends +x; left wing rotation.y = π flips to -x. Then rotation.x applied... order of Euler: default XYZ. Hmm, wings: I set wr.rotation.y = Math.PI at creation, then per-frame set wl.rotation.z = flap; wr.rotation.z = -flap; and rotation.x = -π/2. Euler order XYZ means R = Rx * Ry * Rz? In three.js, Euler 'XYZ' applies as R = Rx(θx)Ry(θy)Rz(θz)? Actually THREE.Euler XYZ order means the rotation matrix = RotX(x) * RotY(y) * RotZ(z). So for wl: x=-π/2, z=flap: first roll around z (flap up/down in XY plane), then tilt -90° about x → wing lies in XZ plane with flap rotating around... Let me think: point on wing (1,0,0): Rz(flap) → (cos f, sin f, 0); Rx(-π/2): (x, y, z) → (x, y cos(-90) - z sin(-90), y sin(-90) + z cos(-90)) = (x, z, -y). So (cos f, sin f, 0) → (cos f, 0, -sin f). Wing extends in x, flaps down in -z?? Hmm, that flaps in the horizontal plane (z), not vertical (y). I want flap around the body axis (x-axis along body? body capsule rotated π/2 around... bodyGeo.rotate(Math.PI/2, 0, 0) rotates around x by 90°, capsule default along Y → now along Z. So body axis is z. Gull flies along... lookAt orients -z? THREE lookAt makes +z point... Object3D.lookAt orients its +Z axis toward target? Actually lookAt rotates so that its internal -Z? For non-camera objects, lookAt points the +Z axis at the target? Three.js docs: "Rotates the object to face a point in world space" — object's positive Z axis points toward the point (for cameras it's -Z). So body along z = flight direction. Good. Wings should extend sideways (±x) and flap around the z-axis (roll). Wing geometry: plane in XY, translated +x. To make horizontal: rotate around... I want final wing in XZ plane extending ±x, flapping = rotation about Z axis (roll).

    Simplest: wingGeo.rotateX(-π/2) at creation → plane lies in XZ (extends +x, width in z). Then per-frame: wl.rotation.z = flap (roll around z — rotates x-extent up/down in y). For wr: geometry mirrored via rotateY(π) at creation (extends -x), then rotation.z = -flap. Euler order XYZ with only z rotation — fine. Let me fix: at creation do wingGeo.rotateX(-Math.PI/2) and drop the per-frame rotation.x line. And wr: create separate mirrored geometry (clone, rotateY(π)) instead of rotation.y=π (which combined with rotation.z in XYZ order: R = Rx(0)Ry(π)Rz(flap) — that would flip flap direction; messy). Cleaner: two geometries.

    Also g.g.lookAt(nx, y, nz) — fine.

    Another check — Beast.update: this.theta -= this.omega * dt; with omega positive → theta decreases → walks +x (per python test: theta increasing → stance foot +x → body -x; so theta decreasing → body +x ✓).

    Velocity coupling: stanceVx = (st.ft.x - st.prevFx)/dt summed over stance feet; v = -mean * S. With theta decreasing (ω>0), stance foot moves -x → stanceVx negative → v positive ✓ forward.

    But note: I compute stanceVx using raw (unscaled, unmirrored) foot x. For mirrored legs (mx=-1), local foot x = st.ft.x * S * (-1), so local vx = -(raw vx)S. The coupling should use LOCAL (mirrored) x velocity! For mirrored legs, v = -(-rawVxS)... hmm: body velocity = -mean(stance foot LOCAL vx). Local vx for mirrored = -rawVx*S. So contribution sign flips for mirrored legs! That's a bug: side B legs would push the wrong way in the average.

    Fix: use mirrored foot x for velocity: track prevFxLocal = st.ft.x * mx (store per leg), vx_local = (fxmx - prev)... Let me store st.prevFx as the MIRRORED value: fxm = st.ft.x * leg.mirror; vx = (fxm - st.prevFx)/dt; st.prevFx = fxm. Then v = -mean(vx)*S. For side A (mx=1): theta decreasing → raw ft.x decreases → vx<0 → v>0 ✓. For side B (mx=-1): mirrored. The mirrored leg with phase π: its raw ft.x motion is... the mirrored mechanism produces mirrored foot path; local x = -raw x. The gait should be consistent: all stance feet move backward in local frame. So using fxm is correct.

    Also in the plant detection I use st.ft.y (unaffected by mirror) ✓ and F local coords with mx ✓.

    Another look: st.prevFx initialized to -47.72 (raw). For mirrored legs, first-frame fxm = +47.72 → big spurious vx on frame 1. Initialize prevFx properly: in freshLegState we don't know mirror. Set st.prevFx = null and on first update set prevFx = fxm without contributing. I'll fix.

    Also const b0 = beasts[Math.max(0, followIdx)]; — followIdx=-1 → beasts[0] ✓.

    spawnBeast heading for initial beasts: heading π0.9 ≈ facing -x?? heading is direction of +x local: dir=(cos h, sin h). h=π0.9 → dir ≈ (-0.95, 0.31) → walking toward -x → toward the ocean (SHORE=-18)! Beasts spawn at x=14,30,4 and would walk into the surf, then steer away. Steering handles it, but nicer to start walking +x (inland). Set headings ≈ 0 (±0.5). Let me set spawn headings: 0.3, -0.2, 0.5. And plusBtn spawn heading ~ 0 ± 0.5.

    Wait, but which way do they actually walk? vel is computed from coupling — always forward (+x local) since omega ≥ 0 (windDrive ≥ 0, impulse ≥ 0). theta decreases. OK so they walk along (cos h, sin h). Good — set headings near 0 (toward +x, inland).

    Ocean: plane covers x from SHORE-320+4-320 = -654 to SHORE+4+... position.x = SHORE-320+4 = -334, width 640 → x ∈ [-654, -14]. SHORE=-18, swash up to +3.4 → waterline to -14.6. Ocean edge -14 covers swash max -14.6 ✓ barely. Sand at y=0, ocean y=0.02+wave up to ~0.6. Wet band on sand to swash+3.5. Beasts avoid x < swash+7. OK.

    Gulls: g.g.lookAt(nx, y, nz) with g.sp negative → direction sign handled by 0.01*sign(sp) ✓.

    sandMat onBeforeCompile: I reference ${SHORE.toFixed(1)} inside template → "−18.0" → in GLSL (-18.0) — I wrapped in parens ✓. texture2D(uFoot, fuv).a — footTex is CanvasTexture, alpha channel: I stamp with white rgba(255,255,255,α) — canvas premultiplied? CanvasTexture uploads with premultiplied alpha by default? THREE CanvasTexture: format RGBA, and canvas is premultiplied; three sets UNPACK_PREMULTIPLY_ALPHA_WEBGL? By default texture.premultiplyAlpha... For CanvasTexture, default premultiplyAlpha = false? Hmm — HTML canvas stores premultiplied; when uploaded without UNPACK_PREMULTIPLY, the values are... Actually browsers upload canvas content; if premultiplyAlpha is false, WebGL un-premultiplies on upload? The default for texImage2D from canvas: UNPACK_PREMULTIPLY_ALPHA_WEBGL is false → colors are un-premultiplied on upload (browser handles). Alpha channel remains α. So .a sampling gives the stamped alpha ✓. The destination-out fade reduces alpha ✓.

    But wait: I stamp with fillStyle rgba(255,255,255,strength) — alpha accumulates up to ~1. Fade at 0.016 per 240ms → half-life ~ (0.984)^n... ~30s to fade substantially. Good.

    One concern: footTex.needsUpdate = true inside stampFootprint and interval — fine.

    Sand plane 900×900 with map repeat 24 — footprint region only central 150². Beasts bounded to x∈(-14,120), z∈(-110,110) — hmm, footprint region is [-75,75]² but beasts can walk to x=120, z=±110 → footprints outside region get clamped (stampFootprint returns early outside canvas) ✓. But steering pushes them back inside |z|<110, x<120 — prints only appear in central region. Acceptable... but let me tighten bounds to keep them in the footprint region: x<70, |z|<70. Also camera maxDistance 170 — fine. I'll adjust bounds: if (p.x > 68) steer -= ...; if (|z| > 68) .... Also spawn positions within.

    Follow-cam: controls.target.lerp(...) — camera follows but position stays; orbit controls will keep offset. Good.

    audio.panFor uses _v1 — also used in beast update loop... audio.step called within beast update after _v1 used for footprint — sequential, no conflict since panFor copies pos into _v1 fresh. But step() is called during b.update() where _v1 is used later? In update, after the leg loop, _v1 isn't reused except setRod/setJoint which set it fresh each call. OK.

    spawnPuff during update — fine.

    In Beast.update, when dt=0.016 passed at construction with windDrive=0: omega 0, fine; but stanceVx/dt with dt=0.016 — prevFx null handling needed.

    this.hit cylinder radius 2.2 height 7 — positioned at group origin (hip height ~5) — covers body. Raycast against invisible material: Raycaster tests geometry regardless of material visibility? Mesh.raycast doesn't check material.visible... Actually it does NOT check visibility of material; but Mesh.raycast works regardless. However visible=false on the OBJECT would skip in intersectObjects? We pass objects explicitly; Raycaster.intersectObject checks object.layers and geometry; material.visible is not checked in Mesh.raycast (it checks material existence). Hmm — actually in three r170, Mesh.raycast: if (material === undefined) return; — visible not checked. But object.visible=false objects: intersectObjects with recursive=false calls object.raycast directly without checking visible? intersect checks object.layers.test(raycaster.layers) only. So even object.visible=false works. I used material visible:false (object visible) — renders nothing, raycasts fine. ✓

    Sail: PlaneGeometry(3.2, 2.4) rotated y=π/2 → lies in ZY plane, extends z ±1.6, y ±1.2, positioned at mast (0.1, 2.7, 0). Sail flap displaces local z (array[i3+2]) — after rotation.y=π/2, local z maps to world x... The sail plane local: x∈[-1.6,1.6] (width), y∈[-1.2,1.2], z displaced. rotation.y=π/2 rotates local +x → world -z? R_y(π/2): x→(cos·x + sin·z)... local (1,0,0) → (0,0,-1). So sail width spans world z ✓, displacement local z → world +x ✓ (billowing downwind). edge = (bx+1.6)/3.2 — bx is local x; after rotation both sides ±z... the "mast edge": mast at z=0 center — hmm, sail is centered on mast, so both edges are free. The flap with edge factor from one side looks odd but fine visually (like a flag attached along... actually it's attached at top/bottom spreaders which span z ±1.7 — the sail is sandwiched between spreaders, so it should flap in the middle, not at edges! Let me flip: belly = sin(π * (bx+1.6)/3.2) — max at center, zero at spreader edges. Better. I'll change edge → belly = Math.sin(Math.PI(bx+1.6)/3.2).

    Sail position: between spreaders at y=1.05..3.45: center y=2.25, height 2.4 → spans 1.05..3.45 ✓. I set position y = mastH-0.9 = 2.7 — adjust to 2.25. And x=0.1 ✓.

    computeVertexNormals each frame for sail (77 verts) ×6 beasts — fine.

    renderer.domElement pointerup listener — OrbitControls also uses pointer events; no conflict.

    Snapshot: composer.render() then toDataURL — with EffectComposer, the final pass renders to screen (renderToScreen on OutputPass). renderer.domElement has the image ✓ (no preserveDrawingBuffer needed if called synchronously right after render in same task ✓).

    fpsTick uses lastCheck initialized at module load ✓.

    applyTier — composer.setPixelRatio exists ✓. Also need composer.setSize after pixel ratio change? EffectComposer.setPixelRatio calls setSize internally (it does: setPixelRatio sets _pixelRatio then this.setSize(this._width, this._height)). ✓

    Shadow map size change: dispose map ✓.

    Ocean uniform uCam: { value: camera.position } — reference, auto-updates ✓.

    skyMat uTime — I never update skyMat.uniforms.uTime! The clouds would be static. Add in loop: skyMat.uniforms.uTime.value = t. (uTime object is shared with ocean/sand — skyMat has its own uniform object; I could pass uTime directly. Let me set skyMat uniforms uTime: uTime — share the object. I'll fix: in skyMat creation, uTime: uTime (shared reference) — but I wrote uTime: { value: 0 }. Change to shared.

    Also gradePass.uniforms.uTime updated ✓.

    Ocean gerstner normal: I only accumulate x,z derivatives; nrm.y stays 1 — approximation OK visually.

    const b0 = beasts[Math.max(0, followIdx)]; if beasts empty → beasts[0] undefined → guard: if (beasts.length) ✓ already.

    cycleFollow when beasts empty: followIdx >= beasts.length(0) → -1 ✓.

    removeBeast when followIdx points beyond → next frame beasts[followIdx] undefined → follow block guarded ✓, but stSpeed uses Math.max(0, followIdx) ✓.

    Also spawnBeast in plusBtn: heading Math.PI + ... → walking -x toward ocean. Change to (Math.random()-0.5)*0.8.

    Sand color bake: remove the bogus line.

    Gull wing geometry fix as described.

    Leg state prevFx null-init fix.

    Also: const st = leg.state;solveLeg(this.theta + leg.phase, st) — for mirrored legs, solving with same theta but mirroring x after: mirrored mechanism = mirror of solved — kinematically valid (mirror of a valid configuration is valid for the mirrored linkage) ✓. Branch continuity: mirrored legs' states evolve in raw frame — consistent since solver only sees raw frame ✓.

    One more: initial this.update(0.016, 0) in constructor — omega 0, but rods/joints get set ✓ so the beast is posed correctly from frame 1.

    spawnBeast(14, -8, ...) etc — update headings.

    Also stats: $('stSpeed') when no beasts — guarded ✓.

    Edge: windSlider.value = windBase — number to string ok ✓.

    WIND_LABELS[Math.round(windNow)] — windNow ≤ 10 → index 0..10, array has 11 ✓.

    Let me also double-check circleHit when d > ar+br (no intersection): h2<0 → clamped 0 → returns midpoint-ish — graceful degradation ✓ (shouldn't happen with correct geometry).

    InstancedMesh count: nRods = 611+9 = 75; I set ri up to 66+9=75 ✓. nJoints = 66+4 = 40; ji: 36+4=40 ✓.

    Beast frame rods: I listed 9 FRAME_RODS: crankshaft, spine, 2 braces(O-M ends), mast, 2 spreaders, 2 diagonal braces = 9 ✓.

    Now fix all identified issues:

    1. Remove bogus fillStyle line.
    2. Gull wings: rotateX geometry, separate mirrored geometry, remove rotation.x line and rotation.y=π.
    3. prevFx null init + mirrored velocity.
    4. Spawn headings toward +x.
    5. skyMat uTime shared.
    6. Sail belly instead of edge; sail y=2.25.
    7. Bounds tightened to 68.

    Apply via replace operations on /tmp/sb/index.html.

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    92.6% of time used! I need to finish NOW. Let me apply the remaining fixes quickly in one batched call set, then copy to /space, update index, and exit. Actually — time is nearly out. Priority: get a WORKING demo file in place + index update. The remaining fixes are important for correctness (mirrored leg velocity sign bug would make beasts walk wrong-ish... actually with the bug, mirrored legs contribute opposite velocity — the average would be wrong and gait jittery. But beasts would still move. Still, let me fix the critical ones fast: prevFx mirror fix, spawn headings, sky uTime. The gull wing and sail belly are cosmetic.

    Let me batch all replaces in one message (independent), then copy + index update + validate in one final command. Actually replaces on the same file must be sequential? They're independent text regions — the tool applies them one per call; parallel calls to the same file risk races. I'll do them in one batched call anyway? No — same file, race risk on s3fs... it's /tmp (local). The tool calls execute sequentially in order within a batch? Unclear — safer to do a single python script that applies all fixes at once, then copies and updates index. One execute_shell_command doing everything with python. Fast and atomic.

    Fixes:

    1. prevFx mirror: replace // gait velocity coupling: stance feet are ~stationary in world space if (st.ft.y < -85) { stanceVx += (st.ft.x - st.prevFx) / Math.max(dt, 1e-4); stanceN++; } with mirrored version + null init. Also st.prevFx = st.ft.x;st.prevFx = fxm; — need fxm defined before plant detection. Let me restructure: right after solveLeg, compute const fxm = st.ft.x * mx;. Then velocity block uses fxm. And prevFx update at end uses fxm. In freshLegState: prevFx: -47.72prevFx: null.
    2. Spawn headings: spawnBeast(14, -8, Math.PI * 0.9); spawnBeast(30, 10, Math.PI * 1.05); spawnBeast(4, 22, Math.PI * 0.8); → headings 0.3, -0.25, 0.45. plusBtn heading: Math.PI + (Math.random() - 0.5)(Math.random() - 0.5) * 0.8.
    3. skyMat uTime: uTime: { value: 0 }, in skyMat → uTime, — careful, the skyMat uniforms block: uniforms: {\n uTime: { value: 0 },\n uSun: { value: SUN_DIR }\n },uniforms: {\n uTime,\n uSun: { value: SUN_DIR }\n },.
    4. Gull wings: replace wing setup: after const wingGeo = new THREE.PlaneGeometry(1.15, 0.3); wingGeo.translate(0.575, 0, 0); add rotateX(-π/2); create wingGeoR = clone rotated Y π. And in loop use wl geo / wr geo, remove wr.rotation.y = Math.PI;, remove per-frame g.wl.rotation.x = ... line.
    5. Sail belly: const edge = (bx + 1.6) / 3.2; // 0 at mast, 1 at free edgeconst edge = Math.sin(Math.PI * (bx + 1.6) / 3.2); // 0 at spreaders, belly at centre and posAttr.array[i*3+2] = Math.sin(...) * flap * edge * edge + ... keep (edge² fine). Sail position y: this.sail.position.set(0.1, mastH - 0.9, 0); → mastH-1.35 = 2.25.
    6. Bounds: if (p.x > 120) steer -= (p.x - 120) * 0.02; → 68; if (Math.abs(p.z) > 110) steer -= Math.sign(p.z) * (Math.abs(p.z) - 110) * 0.02; → 68.

    Then: node --check the module, cp to /space, update index.html via awk, verify counts. All in one python/bash script. Go!

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