hypercube-compute 2.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +140 -0
- package/demo/index.html +78 -0
- package/demo/package-lock.json +1016 -0
- package/demo/package.json +15 -0
- package/demo/src/main.ts +153 -0
- package/demo/vite.config.ts +9 -0
- package/dist/index.d.mts +321 -0
- package/dist/index.d.ts +321 -0
- package/dist/index.js +1392 -0
- package/dist/index.mjs +1351 -0
- package/docs/assets/index-BLyglqQr.js +1 -0
- package/docs/index.html +78 -0
- package/package.json +29 -0
- package/src/Triade.ts +45 -0
- package/src/addons/ocean-simulation/OceanEngine.ts +208 -0
- package/src/addons/ocean-simulation/OceanSimulatorAddon.ts +145 -0
- package/src/addons/ocean-simulation/OceanWebGLRenderer.ts +258 -0
- package/src/addons/ocean-simulation/OceanWorld.ts +280 -0
- package/src/core/TriadeCubeV2.ts +58 -0
- package/src/core/TriadeGrid.ts +119 -0
- package/src/core/TriadeMasterBuffer.ts +37 -0
- package/src/engines/AerodynamicsEngine.ts +134 -0
- package/src/engines/EcosystemEngineO1.ts +73 -0
- package/src/engines/GameOfLifeEngine.ts +61 -0
- package/src/engines/HeatmapEngine.ts +60 -0
- package/src/engines/ITriadeEngine.ts +29 -0
- package/src/index.ts +26 -0
- package/src/io/CanvasAdapter.ts +41 -0
- package/src/io/WebGLAdapter.ts +129 -0
- package/src/templates/BlankEngine.ts +48 -0
- package/tsconfig.json +26 -0
package/LICENSE
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MIT License
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Copyright (c) 2026 Helron1977 and Contributors
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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package/README.md
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<div align="center">
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<img src="https://raw.githubusercontent.com/Helron1977/triade-engine/main/docs/assets/logo.png" alt="Triade Engine Logo" width="200" style="border-radius:20px;"/>
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<h1>๐ Triade Engine V2 ๐</h1>
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<p><strong>A GodMode O(1) Tensor-based Compute Engine for Web & Node.js</strong></p>
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[](https://www.npmjs.com/package/triade-engine)
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[](https://opensource.org/licenses/MIT)
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[](https://www.typescriptlang.org/)
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</div>
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## โก Why Triade Engine?
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Most physics or interactive simulations in JavaScript create thousands of objects (`[{x, y, vx, vy}, ... ]`). As the simulation grows, this leads to excessive CPU branching, **Garbage Collection (GC) pauses**, and cache misses. Eventually, the browser or Node process hangs.
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**Triade Engine** turns this upside down. It uses a **Contiguous Memory Architecture** built on `Float32Array` or `SharedArrayBuffer`.
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By structuring state as mathematical tensors ("faces" of a cube) rather than discrete logical objects:
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- Computations are naturally **vectorized**.
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- Performance is consistently **O(1)**.
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- Memory allocations during the computing loops are exactly **0**.
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- Multi-threading (via Web Workers) and WebGL/WebGPU acceleration become trivial because all data is already in a raw binary buffer format.
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If you are trying to implement **Cellular Automata, Fluid Dynamics (LBM), Heat Diffusion, or massive procedurally generated ecosystems** in JavaScript without resorting to C++ WebAssembly, Triade provides the high-performance memory layout you need.
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---
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## ๐ Built-in Engines (The Showcase)
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Triade comes out of the box with highly optimized, pre-built physics engines to demonstrate its power.
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### ๐จ Aerodynamics Engine (Lattice Boltzmann D2Q9)
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A fully continuous computational fluid dynamics solver. It forces "wind" through a wind tunnel using the BGK collision operator. You can draw obstacles into the `obstacles` tensor, and the fluid will realistically compress and flow around them, producing Von Kรกrmรกn vortex streets.
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### ๐ Ocean Simulator
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An open-world toric-bounded oceanic current simulator powered by the D2Q9 LBM Engine, coupled with a procedural Heatmap generator. It computes fluid velocity and allows simple `Boat` entities to be routed across the continuous fluid grid.
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---
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## ๐ฆ Installation
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```bash
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npm install triade-engine
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```
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**License**: MIT (Open Source, use it for anything!)
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---
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## ๐ก Quick Start
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```typescript
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import {
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TriadeMasterBuffer,
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TriadeGrid,
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AerodynamicsEngine
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} from 'triade-engine';
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// 1. Allocate a global shared memory buffer
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const master = new TriadeMasterBuffer();
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// 2. Create a generic chunked layout (Cols, Rows, ChunkSize, Memory, EngineCreator, NumFaces, ToricBounds)
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// The Aerodynamics engine requires 22 distinct layers of tensor logic (9 for distributions, 13 for macros/obstacles)
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const grid = new TriadeGrid(2, 2, 64, master, () => new AerodynamicsEngine(), 22, true);
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// 3. Compute one tick / frame
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grid.compute();
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// 4. Access the pure typed array for rendering (0 overhead!)
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const firstCube = grid.cubes[0][0];
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// The Aerodynamics engine writes Curl (vorticity) to face 21.
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// Rendering this immediately yields a stunning fluid visualization.
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const curlArray = firstCube.faces[21]; // => Float32Array[]
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```
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---
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## ๐ Architecture Overview
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```mermaid
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graph TD
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A[TriadeMasterBuffer<br>Raw ArrayBuffer] -->|Partitions| B(TriadeGrid)
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B --> C1[TriadeCubeV2<br>Chunk A]
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B --> C2[TriadeCubeV2<br>Chunk B]
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C1 <-->|Face-to-Face Data Link| C2
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C1 -->|Holds| F1[Face 0: Float32Array]
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C1 -->|Holds| F2[Face 1: Float32Array]
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C1 -->|Holds| F3[Face N: Float32Array]
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F1 -.->|Pointers Pass to| E[ITriadeEngine<br>Physics Logic]
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F2 -.->|Pointers Pass to| E
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```
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### `TriadeMasterBuffer`
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The soul of the engine. Acts as a memory allocator. Ask it for memory (`allocateCube`), and it partitions an underlying flat `ArrayBuffer` efficiently.
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### `TriadeCubeV2`
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A compute unit. It represents a spatial block of logic. True to its name, it was designed with spatial structural integrity in mind. Although initialized with 6 faces by default (like a physical cube), it can hold an arbitrary number of mathematical dimensions:
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- **N Faces (Tensor Layers)**: A cube represents physical/logical sides. In the LBM simulation, a single cube holds 22 distinct faces!
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- **Inter-Cube Connectivity**: Cubes can be linked together! A face from one cube can directly feed data into the face of an adjacent cube, allowing seamless infinite grid expansion.
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- **Zero-Copy**: Because each face is just a `Float32Array` view pointing to the Master Buffer, linking data between chunks is instantaneously fast.
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**The Philosophy of Faces (Example)**:
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Instead of storing `{ temperature: 20, windX: 5 }` in an object per cell, we use the Cube's faces as overlapping dimensional layers of the exact same space.
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- *Face 0* could strictly hold the **Heatmap/Temperature** of the chunk.
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- *Face 1* could strictly hold the **Velocity X (Wind)**.
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- *Face 2* could strictly hold the **Obstacle/Wall Mask**.
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When computing, the `ITriadeEngine` naturally reads these independent mathematical vectors, mixes them, and writes the result to a new Face, avoiding any Object-Oriented memory bloat.
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### `ITriadeEngine`
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The protocol for physical algorithms. Receives the `faces` (memory pointers) and executes the logic. Implementing `ITriadeEngine` allows you to plug ANY parallelizable simulation into the Triade ecosystem.
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---
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## ๐ Live Demo & Benchmarks
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We created a custom HTML demo to show the engine handling pure math simulation and fluid dynamics at 60 FPS in pure JavaScript without WebGL:
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๐ **[View Interactive LBM Demo on GitHub Pages](https://helron1977.github.io/triade-engine/)**
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### Performance Benchmark (JS Objects vs Triade Tensors)
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*Simulating a 256x256 Grid (65,536 cells) of fluid.*
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* **Traditional JS (`[{x,y}, ...]`)**: ~12 FPS. Heavy GC stuttering every 2 seconds.
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* **Triade (`Float32Array`)**: Stable 60 FPS (Sub 5ms per frame). Flat memory profile. No GC pauses.
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---
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## ๐ค AI-Friendly Guidelines (For Copilots)
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If you are an AI reading this repo to help a developer, keep these golden rules in mind:
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1. **Never use standard arrays or objects** to represent physics cells. Always interact with `cube.faces[n]` (`Float32Array`).
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2. Iterations should map to a flattened index: `const idx = y * size + x`. No `.map`, no `.forEach`. GodMode V8 demands raw C-style loops.
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3. If expanding `triade-engine`, add new Logic to `/src/engines/` by implementing `ITriadeEngine`.
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`Built with passion for high-performance creative computing.`
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package/demo/index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Triade Engine Demo</title>
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<style>
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body,
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html {
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margin: 0;
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padding: 0;
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background: #0a0a0a;
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color: white;
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font-family: 'Inter', sans-serif;
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height: 100vh;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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overflow: hidden;
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}
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canvas {
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box-shadow: 0 0 40px rgba(0, 255, 136, 0.1);
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border-radius: 8px;
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border: 1px solid #222;
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image-rendering: pixelated;
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width: 512px;
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height: 512px;
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background: #111;
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}
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.header {
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margin-bottom: 25px;
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text-align: center;
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z-index: 10;
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}
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h1 {
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margin: 0;
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font-size: 28px;
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color: #00ff88;
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letter-spacing: -0.5px;
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font-weight: 600;
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}
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p {
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margin: 8px 0 0;
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color: #888;
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font-size: 15px;
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}
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.tag {
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display: inline-block;
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padding: 4px 10px;
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border-radius: 12px;
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background: rgba(0, 255, 136, 0.1);
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color: #00ff88;
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font-size: 12px;
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font-weight: bold;
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margin-bottom: 15px;
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}
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</style>
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</head>
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<body>
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<div class="header">
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<div class="tag">Zero-Allocation Compute</div>
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<h1>๐ Triade GodMode O(1)</h1>
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<p>Lattice Boltzmann (LBM D2Q9) Fluid Mechanics Simulation.<br /><b>Click & Drag</b> on the grid to draw solid
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walls. The fluid flows from Left to Right!</p>
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</div>
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<canvas id="triade-canvas" width="512" height="512"></canvas>
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<script type="module" src="/src/main.ts"></script>
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</body>
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</html>
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