SGL-R BENCH 01 · MICRO COBRA '95 · car render engine testbed

LIT · GEOMETRYAMBER · TRIM
INSTRUMENT FAULT — one or more self-tests failed. See cards below.
boot…
drag orbit · wheel/pinch zoom · dbl-click reset

PAINT · 1995 SVT COBRA FACTORY

RIO RED
CRYSTAL
BLACK

STUDIO LIGHT

34°
52°

CHASSIS

RENDER MODES

SPRITE ATLAS PREVIEW — 16 HEADINGS @ ISO 28°

This is the game pipeline: R.C. Pro-Am and Micro Machines were sprite renderers. The bench bakes the 3D car into a rotation atlas once; the race loop blits cells. One 3D build → every car on track, near-zero per-frame cost.

BLUEPRINT — GENERATIVE STATIONS (SIDE ELEVATION · PLAN)

Drawn from the same 13 key stations that loft the mesh — orange ticks are Catmull-Rom sample stations. What you see in 3D is exactly this data, swept.

SELF-TEST — FAIL LOUD

TODDLER CORNER

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.

STAMPS · WITNESS NOTES

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.