SUPERNOOL · WORKING COLLECTION

Structures, motion, worlds.

A running index of experiments. Earlier work stays available as reference; each new study gets a number. Study 018 tests camera-guided painted terrain, extruded sigils, catch feedback and automatic goal release. Study 017 adds dependable catches, sound cues, quiet collapsible panels and a mossy clearing with luminous routes. Study 016 compares clearer guides, rule loadouts, a second-hand pin and body-driven spring pulling. Study 015 restores physical grip-and-brace manipulation and enlarged hands; 014 remains the menu checkpoint. Study 014 puts real local rewrites into a playable clearing. Study 013 fixes variation controls and reduces rendering work; 012 retains the hewn concept comparison; 011 remains a usable checkpoint; 010 preserves the sharper strip experiment with its known animation failures; 009 retains the hewn concept range. Plateau work is paused; 008 is a parked mechanical variation.

018 + 019 · LIVE SCENE EXTENSION

Inhabited clearing

Shadow canopies, bark energy and lightning illumination on the actual playable tree, terrain and rocks. All existing rewrites and hands remain; compare the clear checkpoint in Appearance.

019 · CANOPY / SPIRIT

Inhabited trees

Painterly, fibrous and turbulent shadow variations derived from the living canopy constructions. Prior cloud volumes, exterior lightning, bark energy and visibility comparisons remain. 018 is the current playable.

018 · PAINT / GLYPHS / GOAL

Painted ground

Actual-camera blockouts and paint-over iterations, continuous ground, dimensional glyphs, clearer pull feedback and automatic release at the simplified goal.

017 · CATCH / SOUND / CLEARING

Resonant clearing

Latched completion, plucks and recorded catch sounds, white collapsible panels, distinct operator/seed sigils and a rocky clearing with glowing routes and painted surrounding hills and cliffs.

016 · PATHS / PINS / BODY

Grip & ground

Off-tree spell names, guide variations, persistent hand attention, a rule loadout and a second-hand pin. Compare direct mouse gestures with body-driven spring pulling.

015 · TACTILE HANDS

A hand on the tree

Grip, brace and pull through real rewrites. Reversible held motion, mouse and keyboard grips, articulated auxiliary hands and provisional stone sigils.

014 · PLAYABLE CLEARING

The listening grove

Walk up to a 13-node tree, select runes and simplify through swaps, regrouping, zero removal, factoring and arithmetic. Undo, hints and a tucked-away appearance panel.

013 · VARIATION & COST

Grown in space

Working height variation, branching in different planes, local bow, triangle counts and less repeated rendering work. Earlier checkpoints preserved.

012 · HEWN / SPATIAL

Faces through change

Exact SVG → generated concept → live comparison. Sharper faces, studio/cel shading, and spatial trees that settle into a working plane. 011 remains preserved.

011 · MOTION REPAIR

Continuous members

Remove collapsing junction ports. Restored swap, emergence, both regroup mappings, depth heights and seeded shape variation. Softer surface; inspect held frames from four directions.

010 · CURVED STRIPS

Curved faces, sharp borders

Strong twist with smooth shading inside each cut face; generated trees, identity and associativity. Junction pinching remains unresolved.

009 · CONCEPT / MESH

Hewn planes

A stronger carved range and explicit polygon faces, shading comparisons and area-based branch radii. Junction finish remains unresolved.

007 · BRANCH WORKSHOP

Carved, bent, grown

Live hewn/rounded geometry, taper, curvature, irregularity and associativity height policies. Image is the material target.

008 · SUPPORT NOTEBOOK

Landform and mechanism

Parked mechanical variation. Not the current plateau direction; future work should lean closer to landforms.

006 · LIVE THREE.JS

Connected surfaces

Anchored identity and both associativity mappings, with a shared remeshed skin. Orbit, scrub, inspect wireframe, and compare plateau sketches.

004 · INTERACTIVE SVG

Direct motion

Swap and regroup intact subtrees. Compare flat crossings, depth orbits and layered plateaus.

005 · GENERATED CONCEPTS

Orbit materials

Wooden rune branches and mossy basalt shelves, grounded in one concrete nested swap.

003 · STRUCTURAL MODEL

Minimal edit vocabularies

Exact scripts expose why deletion and rebuilding make an awkward account of swapping.

002 · IMAGE ATLAS

Motion vocabularies

Evocative earlier art. Retained for mood; several diagrams have structural inconsistencies.

001 · THREE.JS

First world study

Branches, plateaus and canyon. Early associativity motion, with unresolved joints.

Catalogue notes and naming scheme