Three.js Clearwater Shallow-Water Particles
Real-time WebGL particle fluid aesthetic inspired by public Clearwater demos—heightfield ripples, sun glints, and shore foam without a full CFD solve.
Historically annotated Napoleonic battlefield flythrough with instanced troops, fog, and titled map overlays—label unverified troop counts.
Research note: Battle of Austerlitz, 2 Dec 1805—cite 2 sources for map geometry; mark uncertain unit counts as "not confirmed". Build Three.js scene: - Heightmap terrain from simplified SVG map path. - Instanced mesh soldiers (2 formations) + cavalry arc motion path. - Volumetric fog shader (cheap) + golden hour light. - Camera spline with 4 waypoints (45s total); render to PNG sequence. On-screen titles: date, location, disclaimer about scale. Output SOURCES.md alongside code.
Western civ battle posts in corpus may include repost ambiguity—disclose model version and sources. Engagement ≠ accuracy.
Real-time WebGL particle fluid aesthetic inspired by public Clearwater demos—heightfield ripples, sun glints, and shore foam without a full CFD solve.
Motion-design brief for a kinetic typography + UI mock flythrough timed to 130 BPM, suitable for code-drawn canvas or Remotion export.
Director brief aligned with Lemo-Opuscar: pick among 39 visual styles, storyboard beats, deterministic frame render, shared timing + SFX checks.
Generate Manim Community scenes for limits/derivatives with synced narration from Kokoro-82m and a fact-check pass on all on-screen equations.
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