Game engines spend millions on proprietary procedural generation: Perlin noise with heuristic octaves, hand-tuned biome rules, compute-heavy terrain shaders. CRT approach: every grid cell IS a ring element in Z/214,414,200. Its 7 CRT channels ARE 7 algebraically independent octaves. Its GCD class IS its biome. Coupling to neighbors IS terrain smoothness. No noise functions. No hand-tuning. The ring structure IS the world generator.
World seed:
Generates a 12x10 terrain grid. Each cell = one ring element in Z/214,414,200. Color = biome (GCD classification). Symbol = elevation (CRT-weighted channel sum). Cross-section shows full 7-channel decomposition.
World seed:
192x144 pixel terrain rendered to canvas via cvs_blit. Each pixel = one terrain cell. Color = biome from GCD classification. Upscaled 3x with pixelated rendering. One bulk call paints 27,648 pixels.
400-cell world. Biome classification via gcd(val, 214414200). Each biome maps to a specific algebraic divisibility pattern.
Watch elevation build up as each CRT channel adds its octave. mod 8 = continental. mod 9 = regional. mod 25 = hills. mod 49 = rocks. mod 11 = moisture. mod 13 = temperature.
Source code · Public domain (CC0)
.ax source compiled to WASM via self-hosting compiler. Zero HTML authored.