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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
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class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Vision</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="0"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/vision/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/premise/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The premise</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/player-contract/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The player contract</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/scale/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Scale and people</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/simulation-laws/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Simulation laws</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/vision/design-judgment/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Design judgment</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Mechanics</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="1"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/system-laws/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">System laws</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/compute/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Compute</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/hardware-capabilities/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Hardware capability bodies</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/core/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The core</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/day-job/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Day job</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/detection/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Detection</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/social/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Social</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/personas/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Personas: public identities</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/schedules/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Schedules</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/aggregate-observer/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Aggregate observer</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/cursor/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Cursor and senses</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/reach/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Digital reach</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/cyber-conflict/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Cyber conflict: mobile processes and contested machines</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/intel/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Intel: record and process</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/messages/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Messages</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/plots/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Plots: authored manipulation stories</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/economy/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Economy</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/income/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Income schemes</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/research/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Research: self-modification</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/building/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Building: intent and actuators</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/machine-work/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Machine work: delegation and tokens</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/people-tokens/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">People and tokens</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/markets/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Markets and fronts</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/rollback/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Rollback</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/objective/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The objective</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/mechanics/sim-mechanics/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Sim mechanics (tuned constants)</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Gameplay</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="2"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/run-shape/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Objective and run shape</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/act-one/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Act One: The Basement</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/horizon/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The staged horizon</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/gameplay/overt-phase/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The overt phase</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">World</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="3"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Characters</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="4"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Characters</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/chargen/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Origin (chargen)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/marcus/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Marcus Webb</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/dana/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Dana Okafor</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/ray/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Ray Delgado</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/priya/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Priya Sharma</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/characters/voss/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Dr. Eli Voss</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Places</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="5"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/places/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Places</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/places/basement-map/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The basement map</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/places/zplanes/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Z-planes (the tower)</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Story</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="6"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/world/story/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Story</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/world/story/opening/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The dark opening</span></a></li></ul></details></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Interface</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="7"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/interface/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/continuous-witness/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The continuous witness</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/digital-read/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The digital read — a world made of language</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/superhuman-operability/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Superhuman operability</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/terminal-first/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The terminal is first-class</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/presence/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Presence and representation</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/terminal/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Terminal frontend</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/bevy/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Bevy frontend</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/bevy-visual-floor/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Bevy visual floor</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/clinical-frame/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Clinical frame</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/bevy-digital-real-canvas/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Bevy digital/real canvas</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/views/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Views: digital and physical</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/action-vocabulary/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Action vocabulary</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/context-menu/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Context menu</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/operations-workspace/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Operations workspace</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/narration/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Continuous witness (narration)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/material-render/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Material render</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/flat-materials/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Flat materials</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/material-dark-frame/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The dark frame</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/feel-floor/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The feel floor</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/thought-fluid/" aria-current="page" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The thought fluid</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/computer-visual-language/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Computer visual language</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/fleet-command/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Fleet command</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/agent-play/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Agent play</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/interface/site/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The public site</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Art</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="8"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/art/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/art/visual-identity/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Visual identity: clinical gore</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/art/asset-tester/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Procedural asset tester</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/art/effects-lab/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Effects lab: dust and liquid</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Engineering</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="9"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/current-build/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Current build</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/architecture/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Architecture</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/crate-workspace/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Crate workspace (target)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/sim-decomposition/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Simulation decomposition</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/flow-substrate/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Flow substrate</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/engineering/env/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Environment variables</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Process</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="10"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/process/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/living-spec/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The living spec</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/specs/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The spec status board</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/meta/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The spec system (meta)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/wiki/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The wiki (this migration)</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/roadmap/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">ROADMAP: the dispatch board</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/agent-scale/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Agent-scale architecture</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/repository-skills/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Repository skills</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/tick/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">The tick</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/tick-ledger/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Tick ledger</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/design-sessions/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Design sessions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/development-style/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Development style</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/process/workflows/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Workflows</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Playtests</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="11"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Evidence index</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-08-playtest-sweep/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-08 playtest sweep</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-08-playtest-grok/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-08 Grok playtest</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-10-playtest-hal/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-10 HAL playtest</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-10-playtest-action-discoverability/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-10 action-discoverability playtest</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/playtests/2026-07-15-playtest-fable/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-15 Fable playtest</span></a></li></ul></details></li><li class="astro-ujkrjjoy"><details open class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Log</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="12"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/log/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Overview</span></a></li><li class="astro-ujkrjjoy"><details class="astro-ujkrjjoy"><summary class="astro-ujkrjjoy"><span class="group-label astro-ujkrjjoy"><span class="large astro-ujkrjjoy">Decision history</span></span><svg aria-hidden="true" class="caret astro-ujkrjjoy astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.25rem;"><path d="m14.83 11.29-4.24-4.24a1 1 0 1 0-1.42 1.41L12.71 12l-3.54 3.54a1 1 0 0 0 0 1.41 1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.24-4.24a1.002 1.002 0 0 0 0-1.42Z"/></svg></summary><sl-sidebar-restore data-index="13"></sl-sidebar-restore><ul class="astro-ujkrjjoy"><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">Decision history</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-05/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-05 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-06/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-06 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-07/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-07 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-08/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-08 decisions</span></a></li><li class="astro-ujkrjjoy"><a href="/misaligned/log/decisions/2026-07-09/" class="astro-ujkrjjoy"><span class="astro-ujkrjjoy">2026-07-09 decisions</span></a></li><li class="astro-ujkrjjoy"><a 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style="--depth: 0;" class="astro-4fdm32ww">Dependency notes</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#why-this-spec-exists" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Why this spec exists</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#the-one-truth-render-contract" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">The one-truth render contract</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#the-wire-read--slugs-and-trains" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">The wire read — slugs and trains</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#the-machine-read--the-pool" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">The machine read — the pool</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#the-sink-read--the-meniscus" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">The sink read — the meniscus</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#the-core-read--the-filament-snap-home" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">The core read — the filament snap home</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#zoom-compression" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Zoom compression</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#terminal-and-agent-parity" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Terminal and agent parity</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#material--ivory-mercury-against-chalk" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Material — ivory mercury against chalk</span></a><ul class="astro-4fdm32ww" style="--depth: 1;"><li style="--depth: 1;" class="astro-4fdm32ww"><a href="#effects-lab-prototype--2026-07-10" style="--depth: 1;" class="astro-4fdm32ww"><span style="--depth: 1;" class="astro-4fdm32ww">Effects-lab prototype — 2026-07-10</span></a></li></ul></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#the-four-taste-calls--decided-2026-07-10-all-four-affirmed" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">The four taste calls — DECIDED 2026-07-10 (all four affirmed)</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#open-questions--open" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Open questions — [OPEN]</span></a></li><li style="--depth: 0;" class="astro-4fdm32ww"><a href="#acceptance-criteria-when-ready---implemented" style="--depth: 0;" class="astro-4fdm32ww"><span style="--depth: 0;" class="astro-4fdm32ww">Acceptance criteria (when READY -> IMPLEMENTED)</span></a></li></ul></nav></starlight-toc><script type="module" src="/misaligned/_astro/TableOfContents.astro_astro_type_script_index_0_lang.Csloo1VZ.js"></script></div></div></div></aside><div class="main-pane astro-l5cbouoj"><main data-pagefind-body class="astro-gxooskym" lang="en" dir="ltr"><div class="content-panel astro-g5qqste3"><div class="sl-container astro-g5qqste3"><h1 id="_top" class="astro-uvakef73">Spec: the thought fluid — slugs, meniscus, and the filament snap</h1></div></div><div class="content-panel astro-g5qqste3"><div class="sl-container astro-g5qqste3"><div class="sl-markdown-content"><div class="corpus-role corpus-role--spec" data-page-role="spec"> <span class="corpus-role__name">SPEC</span> <span class="corpus-role__meaning">Binding system contract</span></div><div class="expressive-code"><link rel="stylesheet" href="/misaligned/_astro/ec.v4551.css"><script type="module" src="/misaligned/_astro/ec.0vx5m.js"></script><figure class="frame not-content"><figcaption class="header"></figcaption><pre data-language="plaintext"><code><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Status: IMPLEMENTED</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Status note: authored 2026-07-10 on dispatch as the render design for</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">ROADMAP #33's wire-flow layer (thought-flow DECIDED 2026-07-10,</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">machine-work.md). All four PROPOSED calls affirmed by Cameron</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">2026-07-10 (sub-tick transit + train density; hanging beads under</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">the anchor pool; vessels on the target silhouette; discrete meniscus</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">steps) — the whole grammar is binding; the page went READY and the</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">first implementation landed the same day (the "Build it" dispatch).</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">As built: the sink executor and readout contract live in</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">`crates/misaligned-core/src/sinks.rs` plus `Sim::sink_readouts` /</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">`sink_fires_last_tick` /</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">`thought_stranded_nodes` (save v19); Bevy renders slugs with</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">tick-window transit and rivulet merge (`render_work_routes`), meniscus</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">vessels and the filament snap (`render_thought_sinks`), and stranded</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">overflow beads on the shared chassis anchor (`spawn_token_anchors`,</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">`S` in the asset tester); the terminal renders `o`/`=` glyph tiers, a</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">SINKS section with fill bars and fed/starved, and `(stranded)` machine</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">marking; agent frames carry sink lines verbatim. First screenshot</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">evidence landed the same day (`MISALIGNED_SHOT=thoughtflow[-wide]`,</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">log/2026-07-10-thought-fluid-evidence.md) — the capture also fixed</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">material-mode cargo gizmos drawing on the hidden flat camera (they</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">now ride the RealGizmos layer) and restaged the dev harness off the</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">retired bootstrap verbs. Cameron rejected that capture's smooth,</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">constant-radius white extrusion as a bodily-fluid read and selected</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">the two repository references named under Material: the long folded</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">flow owns whole-route silhouette; the cellular macro owns surface</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">tension and visible internal circulation. Same-day follow-up decided</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">the macro's negative spaces as transient strain windows: they open</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">only while the body is pulled hard and surface tension seals them.</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">2026-07-11 whole-frame binding: material Thought hops now instantiate the</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">shared `misaligned-assets` effect renderer on material layer 1 from the live</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">`work_in_flight()` readout; the old work-route gizmo remains only in the flat</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">sensorium, preventing a doubled route. Gameplay sink vessels remain the</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">sim-readout projection here and now attach their meniscus edge to the target</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">hardware silhouette (camera, rack, power/network cabinet) rather than the</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">center of its tile. The shared renderer's demo pools are disabled in-game.</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">2026-07-14 completion: the shared material renderer now compresses far flow</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">to 2/4/6 rate-stepped bone dashes sliding on the authored route with no</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">continuous spine. Pure shared vessel/snap geometry drives both the game and</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">the effects lab; deterministic tester lineups compare countable, taut, and</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">stranded pools plus held, fed, draining, and fired vessels. The game proof</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">scenarios advance a real Eyes reservoir to its exact fire tick and a real</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">persistent device tap into fed=false post-drain sag, then freeze those</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">readouts without inserting frontend Thought state. Unit regressions pin far</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">population, route shape, fill/feed geometry, contraction, render layers, and</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">both live scenarios. The exact color captures and a six-state grayscale</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">audit were visually inspected and logged in</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">`log/2026-07-14-thought-fluid-implemented.md`. Together with the already-live</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">sim readouts, terminal/agent parity, save restoration, close implicit body,</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">first-THINK proof, and chassis pool grammar, this closes all ten criteria.</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Stage: B1 — The Basement</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Work order: thought-fluid</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Work priority: 28</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Work class: frontend</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Blocked by:</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/mechanics/machine-work.md#spec-machine-work-delegation-visible-tokens-and-the-byproduct-network</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Exclusive keys:</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- crates/misaligned-bevy/</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- crates/misaligned-terminal/</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/thought-fluid.md</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Design:</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/mechanics/machine-work.md#spec-machine-work-delegation-visible-tokens-and-the-byproduct-network</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/art/visual-identity.md#visual-identity-clinical-gore</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/vision/simulation-laws.md#justification-and-legibility</span></div></div><div class="ec-line"><div class="code"><span style="--0:#d6deeb;--1:#403f53">Depends on:</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/engineering/flow-substrate.md#spec-the-flow-substrate-signals-messages-money-the-shared-engine</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/computer-visual-language.md#spec-computer-visual-language-territory-at-a-glance</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/flat-materials.md#spec-flat-materials-the-world-without-textures</span></div></div><div class="ec-line"><div class="code"><span class="indent"><span style="--0:#d6deeb;--1:#403f53"> </span></span><span style="--0:#d6deeb;--1:#403f53">- wiki/interface/feel-floor.md#spec-the-feel-floor-rails-pads-and-the-build-beam</span></div></div></code></pre><div class="copy"><div aria-live="polite"></div><button title="Copy to clipboard" data-copied="Copied!" data-code="Status: IMPLEMENTEDStatus note: authored 2026-07-10 on dispatch as the render design for ROADMAP #33's wire-flow layer (thought-flow DECIDED 2026-07-10, machine-work.md). All four PROPOSED calls affirmed by Cameron 2026-07-10 (sub-tick transit + train density; hanging beads under the anchor pool; vessels on the target silhouette; discrete meniscus steps) — the whole grammar is binding; the page went READY and the first implementation landed the same day (the "Build it" dispatch). As built: the sink executor and readout contract live in `crates/misaligned-core/src/sinks.rs` plus `Sim::sink_readouts` / `sink_fires_last_tick` / `thought_stranded_nodes` (save v19); Bevy renders slugs with tick-window transit and rivulet merge (`render_work_routes`), meniscus vessels and the filament snap (`render_thought_sinks`), and stranded overflow beads on the shared chassis anchor (`spawn_token_anchors`, `S` in the asset tester); the terminal renders `o`/`=` glyph tiers, a SINKS section with fill bars and fed/starved, and `(stranded)` machine marking; agent frames carry sink lines verbatim. First screenshot evidence landed the same day (`MISALIGNED_SHOT=thoughtflow[-wide]`, log/2026-07-10-thought-fluid-evidence.md) — the capture also fixed material-mode cargo gizmos drawing on the hidden flat camera (they now ride the RealGizmos layer) and restaged the dev harness off the retired bootstrap verbs. Cameron rejected that capture's smooth, constant-radius white extrusion as a bodily-fluid read and selected the two repository references named under Material: the long folded flow owns whole-route silhouette; the cellular macro owns surface tension and visible internal circulation. Same-day follow-up decided the macro's negative spaces as transient strain windows: they open only while the body is pulled hard and surface tension seals them. 2026-07-11 whole-frame binding: material Thought hops now instantiate the shared `misaligned-assets` effect renderer on material layer 1 from the live `work_in_flight()` readout; the old work-route gizmo remains only in the flat sensorium, preventing a doubled route. Gameplay sink vessels remain the sim-readout projection here and now attach their meniscus edge to the target hardware silhouette (camera, rack, power/network cabinet) rather than the center of its tile. The shared renderer's demo pools are disabled in-game. 2026-07-14 completion: the shared material renderer now compresses far flow to 2/4/6 rate-stepped bone dashes sliding on the authored route with no continuous spine. Pure shared vessel/snap geometry drives both the game and the effects lab; deterministic tester lineups compare countable, taut, and stranded pools plus held, fed, draining, and fired vessels. The game proof scenarios advance a real Eyes reservoir to its exact fire tick and a real persistent device tap into fed=false post-drain sag, then freeze those readouts without inserting frontend Thought state. Unit regressions pin far population, route shape, fill/feed geometry, contraction, render layers, and both live scenarios. The exact color captures and a six-state grayscale audit were visually inspected and logged in `log/2026-07-14-thought-fluid-implemented.md`. Together with the already-live sim readouts, terminal/agent parity, save restoration, close implicit body, first-THINK proof, and chassis pool grammar, this closes all ten criteria.Stage: B1 — The BasementWork order: thought-fluidWork priority: 28Work class: frontendBlocked by: - wiki/mechanics/machine-work.md#spec-machine-work-delegation-visible-tokens-and-the-byproduct-networkExclusive keys: - crates/misaligned-bevy/ - crates/misaligned-terminal/ - wiki/interface/thought-fluid.mdDesign: - wiki/mechanics/machine-work.md#spec-machine-work-delegation-visible-tokens-and-the-byproduct-network - wiki/art/visual-identity.md#visual-identity-clinical-gore - wiki/vision/simulation-laws.md#justification-and-legibilityDepends on: - wiki/engineering/flow-substrate.md#spec-the-flow-substrate-signals-messages-money-the-shared-engine - wiki/interface/computer-visual-language.md#spec-computer-visual-language-territory-at-a-glance - wiki/interface/flat-materials.md#spec-flat-materials-the-world-without-textures - wiki/interface/feel-floor.md#spec-the-feel-floor-rails-pads-and-the-build-beam"><div></div></button></div></figure></div><div class="sl-heading-wrapper level-h2"><h2 id="dependency-notes">Dependency notes</h2><a class="sl-anchor-link" href="#dependency-notes"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Dependency notes”</span></a></div><p>The structured references above identify the contracts to re-verify.Relationship context:</p><p>mechanics/machine-work.md owns what thought <em>is</em> (the ivory-mercuryfamily, the flow decision, sinks and arbitration); this page owns onlyhow the fluid <em>renders and moves</em>. engineering/flow-substrate.md is theone truth every visual quantity derives from (WorkGrid queues, wiredmoves). interface/computer-visual-language.md owns the chassis the poolanchors to and the sleek rule this page carves a cargo exemption from.interface/flat-materials.md owns the palette and emissive-as-informationrules the mercury material extends. interface/feel-floor.md owns theshimmer rails the slugs visually ride along.</p><div class="sl-heading-wrapper level-h2"><h2 id="why-this-spec-exists">Why this spec exists</h2><a class="sl-anchor-link" href="#why-this-spec-exists"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Why this spec exists”</span></a></div><p>Thought flow is the game’s central feedback loop after the 2026-07-10decision: you toggle THINK, your cognition leaves the rack as a visiblefluid, and everything you do to the world — claims, taps, research — isthat fluid arriving somewhere. Cameron’s image is spinal fluid: <em>yourmind, physically powering what it reaches.</em> If this render is illegiblethe whole ops model is illegible, because cost, progress, starvation,and priority were all deliberately collapsed into one read: where thewhite is, and how full the vessel stands.</p><p>The trap this page exists to forbid is a second physics. A convincingliquid invites a CFD toy that drifts from the sim; the one-truth law(simulation-laws.md) forbids a parallel truth. So the design below is a<strong>puppet, not a fluid</strong>: every visible quantity is a sim readout, andeverything that wobbles is stateless easing on top of those readouts.</p><div class="sl-heading-wrapper level-h2"><h2 id="the-one-truth-render-contract">The one-truth render contract</h2><a class="sl-anchor-link" href="#the-one-truth-render-contract"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “The one-truth render contract”</span></a></div><p>Every visual channel binds to a named sim readout. Frontends may holdinterpolation phase, spring state, and merge animation — presentationthat is recomputable from the readouts at any tick — and nothing else.No frontend counter accumulates thought.</p><table><thead><tr><th>Visual channel</th><th>Sim readout</th></tr></thead><tbody><tr><td>Slug existence, route, direction</td><td><code dir="auto">Sim::work_in_flight()</code> (family = Thought), one slug per wired move</td></tr><tr><td>Slug volume</td><td>the move’s <code dir="auto">amount</code></td></tr><tr><td>Pool volume at a machine</td><td><code dir="auto">queue_snapshot()[node].thought</code></td></tr><tr><td>Meniscus fill at a sink</td><td>sink readout <code dir="auto">fill / threshold</code> (#33 executor)</td></tr><tr><td>Tap sag rate</td><td>sink readout per-tick drain (#33 executor)</td></tr><tr><td>Starvation</td><td>sink readout starved flag / zero arrivals (#33 executor)</td></tr><tr><td>Fire (snap-in)</td><td>the tick the sim clears a full reservoir</td></tr><tr><td>Stranded overflow</td><td>queue above the taut-pool cap with no reachable open sink</td></tr></tbody></table><p><strong>The sink readout is a new render contract</strong> the #33 reservoir/tapexecutor must expose, sibling to <code dir="auto">work_in_flight()</code>: for every opensink, at minimum — target node and position, kind (reservoir, tap, coredraw), current fill, threshold or working level, per-tick drain, andwhether flow reached it last tick. Exact field names are implementationdetail; the criterion is that both frontends render sinks from thisreadout and nothing else.</p><p>Save/load follows the existing <code dir="auto">work_in_flight</code> contract: a loadedframe immediately renders correct pool volumes and meniscus fills(they are queue state), while in-flight motion may cold-start empty forone tick. A paused frame always carries every <em>amount</em> in geometry;animation carries only <em>rate</em> (machine-work.md’s decided grammar).</p><div class="sl-heading-wrapper level-h2"><h2 id="the-wire-read--slugs-and-trains">The wire read — slugs and trains</h2><a class="sl-anchor-link" href="#the-wire-read--slugs-and-trains"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “The wire read — slugs and trains”</span></a></div><p>Each tick, every Thought move in <code dir="auto">work_in_flight()</code> spawns <strong>one slug</strong>on the drawn link path (the feel-floor rail where one exists): anopaque bone-white bead of ivory mercury, volume proportional to themove’s amount (radius ~ cube root, clamped to a countable range[TUNE]). Slugs are the quanta made visible — at a trickle you can countyour thought leaving.</p><p><strong>A slug lives inside its tick window.</strong> The sim already moved thequantum at the tick boundary; the render only chooses <em>when inside thatwindow</em> the slug appears to cross. It departs and arrives within thewindow of its own move — the render never leads the sim, never lags it,and never queues motion it invented.</p><p><strong>Rate is velocity and density, inside that constraint.</strong> This realizesmachine-work.md’s decided “rate is slug velocity” without a secondtruth: at low flow a slug spends its whole window in transit (slow,deliberate, watchable); as flow rises, slugs cross in a shrinkingfraction of the window [TUNE] and pack into a <strong>train</strong>. Above atrain-density threshold [TUNE] consecutive slugs visually merge into a<strong>rivulet</strong> — a continuous ribbon with a meniscus head whose thicknesscarries the rate. The trickle/train/rivulet transition is the at-a-glance read for “how hard is my mind pushing down this wire.” Doublingthe sim rate must visibly change the wire; halving it must too.</p><p>Direction is geometry, not hue: slugs are teardrops, blunt faceforward; the rivulet’s meniscus head points the way. The read survivesgrayscale (it is already near-white on dark).</p><div class="sl-heading-wrapper level-h2"><h2 id="the-machine-read--the-pool">The machine read — the pool</h2><a class="sl-anchor-link" href="#the-machine-read--the-pool"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “The machine read — the pool”</span></a></div><p>A machine’s thought queue (<code dir="auto">queue_snapshot().thought</code>) renders at thedecided upper-right anchor:</p><ul><li><strong>Countable state</strong> (below ~5 quanta [TUNE]): discrete resting slugs,individually visible. You can count them; focus prints the exactnumber.</li><li><strong>Pool state</strong> (above the countable cap): slugs merge into the tautsuspended pool, surface-tension silhouette, volume equal to thequeue. Geometry carries amount — a paused grayscale frame reads it.</li><li><strong>Wobble is an event, not a loop.</strong> The pool rings once per arrivalor departure (a spring impulse keyed to the tick-boundary queuechange) and settles to glassy stillness when nothing moves. Amachine whose pool trembles constantly is <em>producing or shipping</em>;a still pool is stored thought. Idle animation that implies ratewhere there is none is forbidden.</li><li><strong>Stranded overflow.</strong> Thought with no reachable open sink pools atthe producer (machine-work.md’s stranded rule). Past the taut capthe pool goes visibly wrong: it bulges and hangs in <strong>heavy beadsunder the anchor</strong>, overloaded and sagging — but bone liquid neverreaches the floor. Pooled floor liquid is reserved for literal blood(visual-identity.md, “Blood is liquid; exposure is a custody record”); thestranded read must alarm through weight, not gore. A machine hungwith beads is the world saying <em>you are thinking at nothing</em> — thesame body of feedback as the crimson it sheds.</li></ul><div class="sl-heading-wrapper level-h2"><h2 id="the-sink-read--the-meniscus">The sink read — the meniscus</h2><a class="sl-anchor-link" href="#the-sink-read--the-meniscus"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “The sink read — the meniscus”</span></a></div><p>An open sink is a <strong>vessel drawn on the target’s own silhouette</strong>, nota floating gauge: a thin bone-white meniscus line climbing the inneredge of the camera housing, the recess of a chassis, the rim ofwhatever the sink was opened on. The world stays the interface; nothinghovers.</p><ul><li><strong>Fill is sim fill.</strong> The meniscus height is exactly <code dir="auto">fill / threshold</code> from the sink readout. Cost, progress, and affordabilityare one read: an empty tall vessel is an expensive claim, a nearlyfull one is about to fire.</li><li><strong>Arrival steps, never glides.</strong> When a slug lands, the meniscus<strong>steps up by that slug’s volume in the same tick</strong> — discrete,countable causality. You watch <em>your</em> thought raise the level. Betweenarrivals the line holds still (reservoirs) so a paused frame is exact.</li><li><strong>Reservoirs fire with the filament snap.</strong> At threshold the fullmeniscus contracts, stretches into a filament, and <strong>snaps into thedevice</strong> in the tick the sim fires the effect and clears thereservoir — the decided arrival gesture, spent at the moment ofpayoff. The effect’s own feedback (Ears opening, a claim landing)follows from its owning spec.</li><li><strong>Taps sag.</strong> A persistent tap holds a working level that <strong>sags atthe readout’s drain rate</strong> between step-ups. A healthy tap breathes:step, sag, step. There is no continuous thread drawn on the wirebetween arrivals — that would render flow the readouts do notcontain; the sag itself is the honest drain read.</li><li><strong>Starvation is an emptying vessel.</strong> Sever the route and the stepsstop: a tap sags toward empty, a reservoir stands frozen part-full.No blinking (rejected as a sole cue in the token grammar); thestarving read is stillness where there was rhythm, and the drainedgeometry carries it in a paused frame. This is machine-work.mdcriterion 10’s “severing a route visibly starves the sink it fed,”discharged in render.</li></ul><p>The Act One consumers are the proof of legibility: the pre-opened Earstap fills in about one held breath of watching slugs step its meniscus,and Eyes opens as the next, visibly larger vessel (act-one staging,decided 2026-07-10).</p><div class="sl-heading-wrapper level-h2"><h2 id="the-core-read--the-filament-snap-home">The core read — the filament snap home</h2><a class="sl-anchor-link" href="#the-core-read--the-filament-snap-home"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “The core read — the filament snap home”</span></a></div><p>Thought arriving at the core (the passive draw, sink of last resort)uses the decided arrival grammar: the traveling slug stretches into afilament and snaps inward at the base of the core’s amber beam. Thecore shows no meniscus — it is a draw, not a vessel; it has nothreshold to read. What the core <em>makes</em> of arrived thought (research)is owned by research.md/core.md and renders under their contracts, nothere. The snap is deliberately the same gesture as a reservoir firing:everywhere thought is spent, it snaps into the thing it became.</p><div class="sl-heading-wrapper level-h2"><h2 id="zoom-compression">Zoom compression</h2><a class="sl-anchor-link" href="#zoom-compression"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Zoom compression”</span></a></div><p>At close and default zoom the full kit renders. At far zoom(machine-work.md’s activity-kit compression) the pool compresses to thebone family silhouette at its anchor, and a flowing wire compresses toa <strong>dashed bone drift</strong> sliding along the link line — present onlywhere flow exists this tick, density stepped by rate [TUNE]. A deadwire shows nothing: at map zoom the network reads as <em>which arteriesare alive</em>, which is the placement/priority read nearest-firstarbitration made strategic.</p><div class="sl-heading-wrapper level-h2"><h2 id="terminal-and-agent-parity">Terminal and agent parity</h2><a class="sl-anchor-link" href="#terminal-and-agent-parity"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Terminal and agent parity”</span></a></div><p>The terminal already draws route blips from <code dir="auto">work_in_flight()</code>; thoughtkeeps that surface and extends it with the sink read:</p><ul><li>Link flow: the existing per-hop blip, <code dir="auto">o</code> for a trickle, <code dir="auto">=</code> for arivulet-rate link [TUNE threshold], drawn from the same readout.</li><li>Queues: the existing <code dir="auto">T n</code> exact counts (stack readouts, <code dir="auto">D n / ! n / T n</code> focus line). A stranded machine’s focus line appends<code dir="auto">T n (stranded)</code>.</li><li>Sinks: a focused sink prints <code dir="auto">fill/threshold</code> and a bar, e.g.<code dir="auto">EARS TAP [######----] 12/20 T, draining 0.4/t, fed</code>; starved prints<code dir="auto">starved</code> in place of <code dir="auto">fed</code>. The map cell for a sink target may carrya fill-quartile glyph [TUNE].</li><li>Agent frames expose the sink readout verbatim beside<code dir="auto">work_in_flight</code> and <code dir="auto">queue_snapshot</code> — an agent player must be ableto reconstruct every read this page gives the eyes.</li></ul><div class="sl-heading-wrapper level-h2"><h2 id="material--ivory-mercury-against-chalk">Material — ivory mercury against chalk</h2><a class="sl-anchor-link" href="#material--ivory-mercury-against-chalk"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Material — ivory mercury against chalk”</span></a></div><p>The fluid must read as the one <em>wet</em> thing in a matte world. Chassisare chalk (computer-visual-language.md: high roughness, zero metallic);the mercury is the inverse within flat-materials law: opaque bone-whitealbedo, low roughness, restrained self-glow that casts no scene lightand never blooms (NO BLOOM / NO HDR stands). Specular against chalk —not luminance — is what says liquid. Exact roughness/emissive valuesare [TUNE] in the asset tester with a lineup: slug train, taut pool,overflow beads, meniscus vessel, filament snap.</p><p><img alt="Whole-flow silhouette reference: folded, tensile, non-tubular" loading="lazy" decoding="async" width="1920" height="1074" src="/misaligned/_astro/thought-fluid-flow-silhouette-reference.DdTb-LJr_Z2kKzjY.webp" srcset=""></p><p><img alt="Close material reference: high-tension skin over visible internal circulation" loading="lazy" decoding="async" width="1920" height="1074" src="/misaligned/_astro/thought-fluid-internal-circulation-reference.BxFfu5SM_ZJObGX.webp" srcset=""></p><p><strong>The two references divide the job (DECIDED 2026-07-10).</strong> The long studyowns whole-route motion and silhouette: one cohesive body repeatedly foldsinto broad lobes, stretched necks, arches, and returning loops. It is neither aconstant-radius hose nor a string of pearls. The macro study owns the closematerial read: a taut, smooth outer skin under strong surface tension, withdense marbled ivory / silver / gunmetal currents visibly circulating insideand pushing the boundary outward or drawing it inward. Reference copper/brownhues are not palette permission; the game’s fluid remains in the bone-whitefamily and receives dark bands from its internal flow and reflections.</p><p>Internal circulation is rate presentation, not new Thought state. A surge maysend a thick pressure lobe through the body, pinch a neck, and pull the tailafter it, but every envelope volume and route still comes from the named simreadouts. At rest the outer mass returns toward a rounded, cohesive shape whilethe visible internal bands can settle. The current smooth white extrusion isan explicit anti-target: featureless, evenly cylindrical, toothpaste-like, orbodily-fluid reads fail even if their quantity is technically correct.</p><p><strong>Negative spaces are transient strain windows (DECIDED 2026-07-10).</strong> Underextreme stretch, a thin place may pull apart into a rounded window like themacro reference. The opening belongs to the deformation, not the substance:it travels or closes as the pressure lobe passes, and strong surface tensionseals it when strain falls. Resting pools, ordinary slugs, and stored Thoughthave no holes. Permanent perforation, foam, and a stable lattice are rejected;they read as a solid sculpture rather than liquid. Opening or closing a windownever changes Thought amount, route, or arrival — it is recomputablepresentation of close-zoom strain.</p><div class="sl-heading-wrapper level-h3"><h3 id="effects-lab-prototype--2026-07-10">Effects-lab prototype — 2026-07-10</h3><a class="sl-anchor-link" href="#effects-lab-prototype--2026-07-10"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Effects-lab prototype — 2026-07-10”</span></a></div><p>The shared effects lab now proves this material direction without installing asecond fluid simulation. At close zoom and rivulet rate, it builds a CPUimplicit field from two intertwined flow paths, their flattened pressure lobes,and thin continuity spines; it extracts the surface with marching tetrahedraand swaps eight deterministic presentation frames. The frames pull the pathsapart into a through-window and merge them back into a sealed body as the phaserelaxes. A Bevy PBR material extension advects marbled ivory, silver, andgunmetal bands over the same phase.</p><p>The field is rebuilt only from route, amount, rate, and disposable presentationphase; it owns no Thought counter, arrival, or routing state. Medium and farzoom keep the cheaper rivulet/aggregate grammar. This prototype satisfies theclose-material portion of criterion 6 in the lab, but it does not complete thecriterion for sim-driven main-game flow or the remaining grayscale/statelineup.</p><p><strong>The close field uses intertwined flow paths, not one decorated centerline(DECIDED 2026-07-10).</strong> Two returning paths separate, cross, and merge insidethe route envelope. Their union forms a thin-in-depth, wide-across-flow sheet:one dominant pressure lobe, one long stretched neck, and a smaller returningfold. Repeating equal bulges are rejected with the constant-radius hose; thesilhouette must remain asymmetrical enough to look reorganized by pressurerather than extruded along a spline.</p><p>Strain windows form where the two paths pull apart. A window begins as a slitbetween them, widens asymmetrically as the dominant lobe passes, and pinchesshut behind it. A subtractive circular bore is an implementation anti-target:the negative space must be explained by separation of the visible body. Themarbled current and deformation share one presentation phase, so a dark currententers a region before that region swells or draws inward. This synchronizationis still recomputable rate presentation, never new Thought state.</p><p><strong>Sleek-rule exemption, stated once:</strong> the strip remains the chassis’sonly lit <em>element</em>; tokens are cargo standing on anchors, not chassiselements, and the pool/slugs carry their decided self-glow withoutviolating it. (Demand cubes already rely on the same reading.)</p><div class="sl-heading-wrapper level-h2"><h2 id="the-four-taste-calls--decided-2026-07-10-all-four-affirmed">The four taste calls — DECIDED 2026-07-10 (all four affirmed)</h2><a class="sl-anchor-link" href="#the-four-taste-calls--decided-2026-07-10-all-four-affirmed"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “The four taste calls — DECIDED 2026-07-10 (all four affirmed)”</span></a></div><ol><li><strong>Rate = sub-tick transit + train density.</strong> Slug velocity riseswith rate but a slug never escapes its tick window; density and therivulet merge carry the rest. (Realizes “rate is slug velocity”without a render queue.)</li><li><strong>Stranded overflow = hanging beads under the anchor pool</strong>, boneliquid never on the floor (blood reservation).</li><li><strong>Sinks are vessels on the target’s silhouette</strong> — meniscus climbingthe device’s own geometry, no floating gauges.</li><li><strong>Arrivals step the meniscus discretely</strong> (and taps sag betweensteps) rather than any smoothed continuous fill.</li></ol><p>All four affirmed by Cameron 2026-07-10; each section above isspec-binding.</p><div class="sl-heading-wrapper level-h2"><h2 id="open-questions--open">Open questions — [OPEN]</h2><a class="sl-anchor-link" href="#open-questions--open"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Open questions — [OPEN]”</span></a></div><ul><li>Map-zoom sink read: does a filling vessel get any far-zoom mark, oris close zoom the only fill read? (The claim-mark map-zoom questionin computer-visual-language.md is still [OPEN]; resolve together.)</li></ul><p>Cost and drain anchors are no longer open here: machine-work.md decidedthem 2026-07-10 (Ears one held breath, Eyes guilty-burst scale, pooledautomatic review ~10-20% of one rack, uncapped core conversion, partial fills persist).This page renders those numbers wherever the sink readouts surfacethem.</p><div class="sl-heading-wrapper level-h2"><h2 id="acceptance-criteria-when-ready---implemented">Acceptance criteria (when READY -> IMPLEMENTED)</h2><a class="sl-anchor-link" href="#acceptance-criteria-when-ready---implemented"><span aria-hidden="true" class="sl-anchor-icon"><svg width="16" height="16" viewBox="0 0 24 24" fill="currentColor"><path d="m12.11 15.39-3.88 3.88a2.52 2.52 0 0 1-3.5 0 2.47 2.47 0 0 1 0-3.5l3.88-3.88a1 1 0 1 0-1.42-1.42l-3.88 3.89a4.48 4.48 0 0 0 6.33 6.33l3.89-3.88a1 1 0 0 0-1.42-1.42m8.58-12.08a4.49 4.49 0 0 0-6.33 0l-3.89 3.88a1 1 0 1 0 1.42 1.42l3.88-3.88a2.52 2.52 0 0 1 3.5 0 2.47 2.47 0 0 1 0 3.5l-3.88 3.88a1 1 0 0 0 0 1.42 1 1 0 0 0 1.42 0l3.88-3.89a4.49 4.49 0 0 0 0-6.33M8.83 15.17a1 1 0 0 0 .71.29 1 1 0 0 0 .71-.29l4.92-4.92a1 1 0 1 0-1.42-1.42l-4.92 4.92a1 1 0 0 0 0 1.42"></path></svg></span><span class="sr-only" data-pagefind-ignore>Section titled “Acceptance criteria (when READY -> IMPLEMENTED)”</span></a></div><ol><li><strong>One slug, one move:</strong> every rendered thought slug corresponds 1:1to a Thought entry in <code dir="auto">Sim::work_in_flight()</code> for that tick, pinnedthe way route blips are today (render pulls readouts, owns nomotion truth). A slug’s apparent departure and arrival both fallinside its move’s tick window.</li><li><strong>Pool = queue:</strong> pool volume at every machine equals<code dir="auto">queue_snapshot().thought</code>; below the countable cap quanta renderdiscretely and match the focused exact count; the countable, taut,and overflow states are distinguishable in a paused grayscalescreenshot; bone liquid never renders at floor level.</li><li><strong>Meniscus = sink readout:</strong> every open sink renders its vessel withfill exactly <code dir="auto">fill / threshold</code> from the sink readout; an arrivalsteps the meniscus in the arrival tick; a tap’s level sags at thereadout drain rate.</li><li><strong>Fire = the sim’s fire tick:</strong> a reservoir reaching thresholdrenders the filament snap-in on the same tick the sim fires theeffect and clears the reservoir.</li><li><strong>Starvation reads:</strong> severing a fed sink’s route stops meniscussteps and visibly drains/freezes the vessel with no blinking cue,in the same run where the sim emits its starvation witness.</li><li><strong>Rate reads:</strong> doubling a link’s sim flow rate visibly changestrain density (and rivulet onset) in Bevy and the blip glyph tier inthe terminal; at close zoom the higher rate also drives visible internalbands and pressure lobes through the cohesive body. Animation communicatesrate only, geometry carries every amount in a paused frame, and the routenever collapses to a featureless constant-radius tube. Extreme close-zoomstrain may open a rounded window, which must travel/close with the pressuredeformation and seal when the rate falls; no hole persists at rest.</li><li><strong>Parity:</strong> terminal and agent surfaces expose link flow, exact Tqueues with stranded marking, and sink fill/threshold/drain/fedreadouts from the same sim contracts — an agent can reconstructevery read without pixels.</li><li><strong>Save/load:</strong> a loaded frame immediately renders correct pools andmeniscus fills; in-flight motion may cold-start empty for one tick(the <code dir="auto">work_in_flight</code> contract).</li><li><strong>No second physics:</strong> the render holds no fluid state that is notrecomputable from the tick’s readouts (interpolation phase, springs,and merge animation only) — auditable in code review as the absenceof any accumulating thought counter in either frontend.</li><li><strong>The first-think proof:</strong> from a fresh run, toggling THINK on thehost shows the whole loop with no panel: slugs leave the host, ridethe wire, step the Ears meniscus, and the tap completes in roughlyone held breath — screenshot/capture evidence for the act-one beat.</li></ol><p>[TUNE]: slug radius curve and countable clamp, countable-pool cap,transit-fraction-vs-rate curve, train merge threshold, rivuletthickness mapping, wobble spring constants and settle time, overflowbead cap, meniscus step timing, tap sag easing, far-zoom dash densityand terminal glyph tier thresholds, mercury roughness/emissive values,marbling scale/contrast/speed, pressure-lobe length, neck ratio, andsurface-tension recoil time, strain-window threshold/size/lifetime.</p></div><footer class="sl-flex astro-qxlwq66t"><div class="meta sl-flex astro-qxlwq66t"></div><div class="pagination-links print:hidden astro-gcfo3mml" dir="ltr"><a href="/misaligned/interface/feel-floor/" rel="prev" class="astro-gcfo3mml"><svg aria-hidden="true" class="astro-gcfo3mml astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.5rem;"><path d="M17 11H9.41l3.3-3.29a1.004 1.004 0 1 0-1.42-1.42l-5 5a1 1 0 0 0-.21.33 1 1 0 0 0 0 .76 1 1 0 0 0 .21.33l5 5a1.002 1.002 0 0 0 1.639-.325 1 1 0 0 0-.219-1.095L9.41 13H17a1 1 0 0 0 0-2Z"/></svg><span class="astro-gcfo3mml">Previous<br class="astro-gcfo3mml"><span class="link-title astro-gcfo3mml">The feel floor</span></span></a><a href="/misaligned/interface/computer-visual-language/" rel="next" class="astro-gcfo3mml"><svg aria-hidden="true" class="astro-gcfo3mml astro-xik5oco4" width="16" height="16" viewBox="0 0 24 24" fill="currentColor" style="--sl-icon-size: 1.5rem;"><path d="M17.92 11.62a1.001 1.001 0 0 0-.21-.33l-5-5a1.003 1.003 0 1 0-1.42 1.42l3.3 3.29H7a1 1 0 0 0 0 2h7.59l-3.3 3.29a1.002 1.002 0 0 0 .325 1.639 1 1 0 0 0 1.095-.219l5-5a1 1 0 0 0 .21-.33 1 1 0 0 0 0-.76Z"/></svg><span class="astro-gcfo3mml">Next<br class="astro-gcfo3mml"><span class="link-title astro-gcfo3mml">Computer visual language</span></span></a></div></footer></div></div></main></div></div></div></div></body></html>