Height-field proving ground / 2,000 bodies
One batch. Three shapes. One terrain.
Spheres, boxes, and cylinders fall across a deterministic height field while stable visual slots feed one packed-pose render bridge.
No per-body frame calls · no per-body CPU matrices · stable visual slots- batched primitives
- height field
- stable slots
- pose interpolation
Frame ledger
Rolling median · physics ≠ RAF
- Box3D step
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- Render GPU
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- RAF interval
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- Pose pack
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- Shared staging
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- writeBuffer call
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- Upload queue drain
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- Render encode
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