A composition-first SDF materials engine: bodies with real chemistry (76 cited species), field-based cutting and fracture, F=ma-bounded contact physics, heat books kept in joules, shape-derived ring acoustics, and the full lab glass — panels, brush, strike-energy dial (joules to…
A composition-first SDF materials engine: bodies with real chemistry (76 cited species), field-based cutting and fracture, F=ma-bounded contact physics, heat books kept in joules, shape-derived ring acoustics, and the full lab glass — panels, brush, strike-energy dial (joules to gigajoules). Engine core only, no game content. PC-ONLY: built for desktop seats with minimum performance requirements — no low-power fallbacks. AFTER INSTALL: load the sdfine#sdfine-install skill FIRST — it carries the wires you must close by hand (inputs patched in BARE, the atmosphere look pass, the UI, and the optional materials-database wire).
Versions
1.4.0
The lens: a manual focal dial on one knob — focus distance, aperture, and a detail bias ladder. Detail spends by distance now (setFocus door; no auto-focus, no second quality system). Out past focus, rays give back march steps by octave and colour drains toward its own luminance — nothing darkens, chroma just leaves at the edge of focus. The slot walk publishes real ranges: dead rows and sky pixels stop paying for full walks. Small spoil mints faceted shards — seeded facets, and mass booked to the faceted solid, not its enclosing ball. Hardening: store op dispatch is own-keys only; the heat drain is bounded by the producer's own sequence. Install guide §7: bringing your own models in — mesh→SDF conversion, the atlas law, the winding-sign rule.
1.3.0
Species out of the box. The pack now ships lib/data/species-seed.json — a one-shot seed holding all 138 materials-database species, canned payload-verbatim from the lab's own table. The first boot with a sql surface injects them into your game's sdfine_species_snapshot table and then deletes the file: 214 species (76 native + 138 seeded) from minute one, no wiring, and the install stays small. The seed carries species only — mixtures, calibration targets, category views and database updates still come from the materials-database mod (wire 4, see sdfine-install §2d, rewritten this version). New store verb: exportseed re-cans the seed from your table. dbSource gains "seed-file"; a re-delivered seed after an update is consumed again safely (INSERT OR IGNORE — no duplicates, no renumbering).
1.2.0
Cuts, fragments, and the lens — plus the pack goes PC-only.
- Every cut renders, even under a carving spree: the cut-record sweep is now a dirty-set — a run of strikes can no longer starve the redraw, and idle ticks re-publish the record so late joiners fold clean.
- Spoil wears the shape of the matter that left: small pieces mint as seeded faceted shards, big pieces take a flaw-seeded partition of the removed cells. Every fragment is born exactly where its matter stood, at the parent's pose, at rest — the synthetic spill velocity is gone; volume closes to within 0.2%.
- New FOCAL LENS on the glass: a manual focus ladder (16 rungs, OFF sentinel) and an aperture ladder. No auto-focus — bring your own policy.
- Fence law fix: a body pressed against the world's edge parks against the fence plane instead of teleporting.
- materials-database is now a true SOFT dependency: the first fold seeds a species snapshot into the host game's own sql table (sdfine_species_snapshot), so the mod can be detached or uninstalled and the species stay. Verbs: rescan / detach / attach / uninstall / reseed via dbOp. The require ships as an open marked seam (catalog rule) — close it per wire 4 in sdfine#sdfine-install.
- A still bench costs nothing: composition derives are skipped outright when nothing has moved.
- Privacy cut: no codex, no WORLD box, no PLATES box ship with the pack. The SHADERS PARKED sign is gone — the park watchdog runs silent and recovery is unchanged.
- PC-ONLY: SDFine targets desktop seats with minimum performance requirements. Nothing in the engine degrades its output to fit a weak device, by ruling.
1.0.1 — first-install fixes, both reported from a fresh world. (1) THE NAMESPACE DOOR: installed objects wear the pack's ids (sdfine#composition-store), so every cross-entity store read (glass panels, thermo drain, recipe binding) now resolves through one resolver — bare id first, namespaced second. The empty COMPOSITION box in installed worlds is fixed. (2) Default panel layout: COMPOSITION's default height ran through the BODYBOX on any fresh screen — defaults now stack clean; layouts you already dragged are untouched.
1.0.0
SDFine 1.0.0 — the lab engine, boxed. Composition-first SDF bodies (76 cited species, 28 recipes), one field law for cutting, fracture and peening, F=ma-bounded contact with true support manifolds, a strike-energy dial that reads in joules up to a full gigajoule, heat books kept in joules, shape-derived modal ring acoustics, and the full glass: panels, codex, brush. Install lands the six engine objects plus player and camera attachments; the sdfine-install skill carries the three consumer wires (inputs patched bare, the look pass, the UI).