Real-time C++ graphics running in your browser through WebAssembly — the libcvc cvcGL scene graph, the same engine CyberPC Angel uses for scientific visualization. These are the multi-threaded builds: the simulation runs on a Web Worker that shares memory with the renderer, so a sim step never blocks a frame.
lsystem_forest
Fly over a procedural island: L-system trees swaying in the wind, a travelling-wave sea and a GPU ray-cast cloud volume, with shadow maps and a free orbit/fly camera. 100% procedural — nothing is downloaded.
lsystem_coast
The forest island afloat on a real sea: a three-cascade JONSWAP spectral ocean solved entirely on the GPU — a Cooley–Tukey butterfly IFFT run as fragment-shader ping-pong (a port of ABYSSAL) — with choppy crests, Jacobian-fold whitecaps and shore foam. Same L-system trees, cloud volume, shadows and fly camera.
nav_city_swarm
800 vehicles cross a foggy city with no global plan — the GRL-SNAM reactive swarm on the cvc::nav runtime (no Python, no libtorch). Tune agents, fog and belief live, then Apply / Restart to watch shared belief beat private belief on the same city.
nav_fog_ghost
Fog of war: a vehicle detours a phantom wall its stale map shows but reality lacks, then erases it cell by cell as its sensor clears the ground. Switch between three limited-belief scenarios — ghost, dynamic and traffic.
Last updated 2026-09-04 12:38 UTC · libcvc 9652d5de1a71