seed — v5 · rooms + fixtures ← hoop

hoop v5 — rooms, with their fixtures

Step one of v5: see the rooms with their fixtures. Ship chambers, fully procedural: foam voronoi rooms, an art-deco component per room (superformula + fBm value-noise, dark jewel body + gold so it reads by value), wall consoles grown from the tiling, and physical light sources grown from the walls (sconce / coral / crystal) glowing the chamber hue. The light is ray-traced through the tiling — it pools in its room and spills through doorways, with real wall shadow. Roll the combinatorics. Next steps wire these into the walkable world.

lights reach sat size
The pieces (the v5 chamber engine, ported from mega/sprite/fixture/ — itself a descendant of hoop's paint/voronoi.js). voronoi.js (foam painter) · deco.js (superformula + fBm components) · consoles.js (wall consoles grown from the tiling) · lights.js (wall-grown emitters + ray-traced occlusion: an Amanatides-Woo voxel walk over a rasterised wall grid; colour accumulates per visible emitter so doorways catch a neighbour's hue). Hue correlates per chamber (light ↔ component); contrast is value + shape + gold. Pure & node-tested (test/{lights,consoles,fixtures}.selftest.mjs, 55 checks). This is step one — the rooms rendered with their fixtures; later steps bake this over the live walkable world's chunked foam (js/world.js's per-chunk mesh()).