HALO CHARON // POC
a dark, drifting warship, a hundred people who do not yet know they are losing, and an enemy that begins outnumbered and outgunned and is smarter than anything hunting it.
0 · THE GAME — first-person survivor drop into the ship in 3D as a lone crew member while the full simulation runs around you. WASD + mouse, E takes a rifle, click fires, glowing pads move you between decks. If an infection form takes you, you watch the rest through its eyes. WebGPU, with automatic WebGL2 fallback — runs anywhere. 0b · SANDBOX — one room, spawn anything the game's own renderer with the ship emptied out: drop a carrier, a marine, a combat form into a single room and orbit around them. Load a carrier up and rupture it, force any animation clip, swap between demo lighting and the ship's real dark. For looking at things without playing five minutes to reach them. 1 · Sim harness the full ship simulation, watched top-down: hive AI, marine sweeps, distress calls, the carrier economy. Deterministic seed replay, live master dials. Canvas 2D — runs anywhere. 2 · VAT rendering harness 150+ animated characters via vertex-animation textures, 3 LOD tiers, ≤4 draw calls. Runs the §1 gate capture at 50/100/150/200 instances. Requires WebGPU. 3 · Fused (build step 9) the VAT renderer pointed at the live sim agent buffer — the shared boundary, proven. Requires WebGPU.