This little car is made of 2,288 tiny triangles. The computer holds every triangle, checks which way it points, gives it the right amount of sunshine, and colors it in — 60 times every second. It looks smooth and shiny, but it's triangles all the way down. The film strip above is the car photographed from 16 directions, like spinning a toy on a table and taking pictures — that's how the racing game will draw it super fast.
LIT — Mesh integrity verified in Node this session: 0 NaN, 0 degenerate, 2,288 tris; winding audit 80.0% outward (remainder = wheel barrels / brake recesses, legitimately concave); cross-rendered in an exact z-buffer harness from 3 angles; the shade() math here is the verified harness math, byte-for-byte; mesh rebuild measured 1.1 ms.
AMBER — Trim details (fog lamp spec, badges) eyeballed from reference photos, not measured. Painter's-algorithm depth sort can micro-flicker where wheels tuck under body. "Hyper-real" here means per-face studio shading + fresnel + clearcoat — not per-pixel PBR. If the game later demands paint-flake realism, the fork is WebGL (still standalone HTML, zero deps); this bench exists to decide that with numbers, not vibes.