Part of the MANIFOLD field computation system.
Copyright (c) 2026 Guinea Pig Trench LLC
GPU-native material-first terrain simulation engine. Real-time erosion, fluid dynamics, collision, and feature-preserving mesh extraction. WebGPU, zero host-GPU sync.
Open game/index.html in a WebGPU-capable browser (Chrome/Edge) for the interactive 3D demo.
In simple terms: Hyperpoly runs physics on the GPU — rain falls, water flows downhill, dirt erodes, sediment deposits, and you get realistic terrain without a game engine. Every computation stays on the GPU. The CPU never touches a vertex.
The same 6-channel tensor architecture maps to domains beyond terrain: LiDAR array calibration, drone swarm coordination, legal case documentation — the substrate changes, the field computation doesn't.
This is a field computation system that demos terrain. The same architecture calibrates LiDAR arrays, coordinates drone swarms, and documents legal cases. See the domain-agnostic reference for mapping the 6-channel tensor to your domain.
| Channel | Terrain Interpretation | LiDAR Interpretation | Swarm Interpretation |
|---|---|---|---|
| density | Voxel occupancy | Optical power density | Drone density |
| cohesion | Rock integrity | Phase coherence | Inter-agent trust |
| permeability | Fluid flow (directional) | Atmospheric transmission | Communication bandwidth |
| water | Groundwater saturation | Water vapor / turbulence | Shared awareness |
| sediment | Erosion product | Particulate scattering | Memory decay |
| oxidation | Weathering rate | Thermal gradient | Decision staleness |
# Requires browser with WebGPU support
git clone https://github.com/COMMENCINGTHESCOURGE/hyperpoly-terrain.git
cd hyperpoly-terrain
# Open game/index.html in Chrome/EdgeControls:
- WASD — move
- Mouse — look
- Shift — sprint
- GEMS — collect 20 scattered across the terrain
Rainfall pulse validation confirms deterministic physics:
| Metric | Result |
|---|---|
| Mass drift | < 0.001% over 50 ticks |
| Queue compaction | No duplicate or OOB indices |
| Wetting front | Propagates at Darcy velocity |
| Testing | Dual-mode: JS proxy (algorithmic) + GPU (real WGSL) |
| Path | Contents |
|---|---|
game/index.html |
Interactive WebGPU open world (Three.js + noise terrain + GLB assets) |
game/compute/ |
WGSL compute shaders for erosion, fluid, collision |
assets/ |
Deployed GLB assets from trench-builder pipeline (gears, pulleys) |
cam/ |
Camera profile renders (SVG terrain cross-sections) |
bridge/ |
Fractype schema — JSON+Python bridge between layers |
checker/ |
Fractype validation checker (pytest) |
dashboard/ |
Python dashboard for monitoring field state |
extension/ |
Browser extension for live field inspection |
film/ |
Python render pipeline + Kaggle notebook for batch rendering |
trench-builder— Open world integration demo (Three.js, procedural construction)- Domain-agnostic reference — 6-channel tensor mapped to LiDAR, swarms, legal
Assets in assets/ are deployed automatically from trench-builder. Running build_all_assets.py in the trench-builder project copies all generated GLBs here via auto-detection of the sibling hyperpoly-terrain/assets/ directory. The game/index.html loads a subset via GLTFLoader and places them in the world.
| Field | Value |
|---|---|
| Copyright | Guinea Pig Trench LLC |
| R&D Entity | Guinea Pig Trench LLC (PA, #13674084) |
| Credit Facility | Truth Holds Enterprise (PA, #7049023) |