examples/ holds 33 examples. Each is a directory with a scene.esn entry, usually kernels/ (the .ent libraries it uses), tests/ (.replay scripts and their scenes) and a README.md saying how to run it. Examples use packages; nothing uses an example, and packages are tested by their own tests/.
how a Kernel runs, in five parts: a merge reduction meters a frame, two maps sort, one Kernel writes three outputs by name, a scatter splats particles, and a machine steps off the frame with async.
pictures from arrays, matrices, volumes and samplers, in five parts: a Gaussian from a weight table and a Mat3 emboss, a cube through its model matrix, marching squares from a case table, a Volume<Float> cloud, and a tile scrolled through mod.
how Fields hold what they hold, in five parts: every Field as narrow as it holds, a part half a million meters out in Double and Long, a Grid<Tile> flooded a step a frame, and a tally written to a file and read back, and an input read frame by frame from a directory with frames.
a torus subdivided, projected, rasterized by the raster package and shaded, native.rasterize@1 its fast path; parts: a GLB crate imported and textured with at_linear, and geometry sized inside the frame by domain = value(detail) * value(detail).
a drift through a nebula made by the random package, finished by a camera look of its own over the image package’s steps: glow, depth of field, tone and grain.
Entelechy’s logo, a constructed mark and a name drawn in strokes, every version from one Kernel, and the mark’s drawing sheet drawn from the same functions.
many bodies at once: a million stepped by a map and drawn by a scatter, and sixty-five thousand finding their neighbors through a grid built by scatter sum and prefix with sum.
sound written as Kernels, heard and seen: a synthesizer’s rows filtered by a scan and drawn as a scope, beside a voice and its spectrum, the two mixed into one output; parts: six plucked strings each a delay line in a memory, a drum WAV played and resampled, a MIDI file played as a piano roll and exported back, a game’s music from a mood, a band and a seed, and every event sound in each material and style.
a skeleton, its clips and the mesh that follows, in four parts: an imported arm as rig rows with two clips blended by the pointer, a crowd of sixty-four, a shoulder aimed at a point while the elbow plays its clip, and root motion carried through <~.
a voxel editor over a Volume<Int> with undo and a toolbar, drawn by the voxel package; parts: a crypt by firelight or by day with a statue turning in a box of its own, and a body of voxel shapes walked by the animation package’s rows.