warp

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Controls Click anywhere to aimEsc releases the mouse. W/A/S/D (or the arrow keys) roll the yellow ball, Space jumps, Shift sprints, B brakes, F toggles fullscreen. The keys areThe left stick rolls the yellow ball and the right stick aims — the left one is analogue, so a small push is a slow roll. Tap the left stick to jump; the two buttons sprint and brake. The stick is relative to where you aim, and the aim is carried by parallel transport, so holding forward across the planet traces a geodesic with the camera keeping its bearing. The readout above names whichever surface the World currently has you on, and how far above it you are — nothing sets that, it is re-derived from your position every step. Off the capsule's upper cap hangs a torus, a closed Bezier surface the same 6 m away, so the same jump reaches it; the boxes fired across its hole flip at the axis, where the far side of the ring becomes the nearer one. ?scene=mesh loads a different world instead: a wave-shaped triangle mesh under plain gravity, with no surface and no curvature — the drawn terrain and the collided terrain are one buffer, and ?scene=bezier a Bezier sheet authored as sixteen control points — add ?gizmos=cage to that one to see the corners, handles and control net that shape it. ?scene=sheet is the same sheet as a surface: gravity is its local normal, so boxes rest on the basin wall and the readout shows the (u,v) the projection found and how many Newton iterations it cost; drive off the low lip and the surface lets go exactly at the rim. ?scene=torus is a closed Bezier surface: sixteen quads sharing every edge, built as two circles of quarter arcs, so you can lap the ring or roll round the tube and never leave it. Enter VR, bottom right, puts you in the headset: the left stick drives, the right stick snaps the aim round in 30-degree steps, X or A jumps, the left grip sprints and the right grip brakes. Two URL params tune it: ?smoothturn=1 for continuous turning instead of snaps, and ?stickpitch=1 to give the right stick back its vertical axis, which is off in the headset by default. Your head only looks — where you aim is the stick's business, so you can watch one thing while driving at another.