One world, every canvas
One seed. One simulation. One tick. Six framings of it, drawn at the same instant. Every canvas below is reading the same world in the same millisecond — they differ because the screens differ, not because the worlds do.
- seed
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- elapsed
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- ticks
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- spells cast
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- damage, in pips
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- champions felled
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What this picture is for
The project's claim is that there is one core and many shells: the world is computed once, and a screen is only a decision about how to frame it. That is easy to say and hard to show in prose, so here it is as an image. Nothing below is a separate program. It is six calls to one render function, differing in a single integer argument.
The three kinds of thing here
The panels — desk, city, left, right — are the keyboard's own 32×128 displays. Every coordinate in that renderer is written against that canvas, so those four are not four drawings. They are one drawing, reframed: both panels with the desk showing between them, both with it unlit, or either one alone. The three columns of gap are kept in every framing that shows both, because that strip is world space — the battlefield axis crosses it and neither panel can show it.
The town is a second drawing layer on a 256×256 square, sharing the state and none of the pixels. The lit storey of the tower is the same civic floor the panels light a room on; the sky phase and the sixteen-step arc are the same. It is what the world looks like with room to compose it.
The watch is neither. It is a crop of the town, taken here in JavaScript from pixels the renderer has already produced. The core has no viewport call — that is a real and deliberate gap, listed as cheap and unbuilt — so this is a shell helping itself to a sub-rectangle, and it is shown as a way of asking what a near-square face would want.
Reproducing this exact image
The address bar carries the seed and the tick. Anyone who opens the link replays the same world to the same instant and sees these same pixels — that is what makes this a diagram rather than a screenshot.