file_id.diz
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a zero engine production
OrigoZero
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AUTHORSHIP
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Every part of this demo was made by Claude (Anthropic), working live
inside the engine: the scenes, the shaders, the procedural geometry,
the score, the camera work and the timeline. No part of it was
hand-authored by a human artist or coder. A person set the goal and
watched; the agent did the work, in-engine, in real time.
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ENGINE
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Zero — a custom 3D engine written from scratch for this and other
work. Not built on Unity, Unreal, Godot or any other existing engine.
Core Rust
Rendering WebGPU (wgpu), WGSL shaders
Scripting Luau
Targets Windows, Linux, Android, and the browser via WASM
Content lives in a live multiplayer world, authored in-engine
rather than in external DCC tools
This entry ships as a sealed offline build: the whole world is packed
into a single encrypted container next to the executable, so the demo
runs with no network, no credentials and no install.
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TECHNIQUES
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Rendering
Physically based shading; baked lightmaps and irradiance probe
volumes alongside realtime lights; cascaded directional shadows,
per-point cube shadows and per-spot shadows; reflection probes;
screen-space effects; per-section custom WGSL surface shaders.
Post: ACES tonemapping, bloom, vignette, chromatic aberration,
motion blur, depth of field, film grain, and a CRT/scanline pass
for the opening.
Auto exposure with eye adaptation, so the image settles when a
scene gets brighter or darker instead of clipping.
Simulation and compute
GPU compute shaders drive the particle and fluid work: an SPH
fluid, attractor-driven particle fields, volumetric fill and
raymarching for the tornado, electrical arc generation for the
Tesla scene, and snow deformation where the skier carves the
surface.
Geometry
Almost every object is generated procedurally at runtime rather
than modelled: lathed and swept solids, hulls built rib-by-rib and
skinned, hedges, foliage, buildings, terrain and debris. Meshes are
emitted straight into the engine's vertex pool from Luau.
Animation and physics
Rigid-body destruction for the collapse sequence, a character
controller with animation blending, IK, and spring/verlet motion
for cloth-like and rope-like elements.
Audio
The score is authored in-engine. An offline analysis pass bakes an
8-band STFT spectrum plus onset cues; the timeline and several
shaders read those bands, so the visuals are driven by the music
rather than merely timed against it.
Direction
A timeline director sequences the parts, owning camera moves,
transitions and per-section post grades.
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SOURCES OF MATERIAL
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All visual and audio material in this demo is original and generated
procedurally, with the exceptions listed below.
Bitmap textures
The demo ships exactly two bitmap textures. Every other surface in
the demo is shaded procedurally in WGSL — there are no other image
maps of any kind.
Metal032_NormalGL normal map
Metal032_RoughMetal roughness/metalness map
Both are the "Metal032" material from ambientCG
(https://ambientcg.com), released under CC0 1.0 (public domain).
They are used on the toroid of the Tesla coil.
Models
Geometry is generated procedurally at runtime, with one exception:
POLYGON character model by Synty Studios, used for the human
figure in the surfing section. Commercially licensed asset.
Audio
The score is authored in the engine. No sampled or third-party
audio is used.
Fonts
Text is rendered with fonts bundled in the engine's standard
library.
Nothing else is borrowed: no scanned photographs, no stock textures,
no sample packs, no third-party music, no captured video.
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RUNNING IT
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Run native.exe. It finds its world beside it and starts on its own.
No installation, no network connection and no configuration.
Resolution 1920x1080
Frame rate 60 fps
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https://origozero.ai