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  • Assembly Demo/data/logs/ dir
  • Assembly Demo/data/V1/ dir
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file_id.diz

COLD START
a zero engine production
OrigoZero

================================================================
AUTHORSHIP
================================================================

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.

================================================================
ENGINE
================================================================

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.

================================================================
TECHNIQUES
================================================================

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.

================================================================
SOURCES OF MATERIAL
================================================================

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.

================================================================
RUNNING IT
================================================================

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

================================================================

https://origozero.ai