SPRAWL//NIGHT-CITY RUNTIME
UPLINK STABLE
ICE NOMINAL · 0 MESHES
SEC 00 ORBITAL DROP
X+0000 · Y+0330 · Z−0080
サイバー都市
VEL 000 M/S · ALT 0330
60 FPS · 0.00×10⁹ RAYS CAST

00UPLINK · NIGHT-CITY RUNTIME

SPRA WL

No meshes. No textures. No architect. Everything below is one signed-distance equation, marched ray by ray in your GPU — a city that exists only while it is watched. Steer with your pointer. Then scroll.

“The street finds its own uses for things.”William Gibson

01SECTOR 07 · NEON CANYON

THERUN

Forty meters of rain between you and the asphalt, and the advertising can still find you. Every window is a hash, every hash a tenant; the wet street returns their light with interest.

RAYMARCH ×110 · 1 BOUNCE ON WET GROUND · EXPONENTIAL FOG

drag to steer · click to send a pulse

02UNDERCITY · THE DECK

BE -NEATH

Down here the sky is property. Steam owns the intersections, and what light arrives is second-hand — sodium-orange, already sold twice.

CEILING = SDF SLAB − HOLE LATTICE · FOG DENSITY ×3

click — a pulse travels farther in the dark

03DATA SPIRE · ASCENT

THESTACK

Every packet in the city terminates here — four hundred meters of other people’s memory. Ride the updraft. The rings you pass are traffic, not decoration.

TAPERED SDF · EMISSIVE RINGS · BEACON: sin(4t)

look up — the beacon answers your pulse

04ABOVE THE GRID

THE CITY ISA CIRCUIT

You were not watching a film of a city — you were the current it conducted. 0.0 billion rays, cast from your machine and returned as skyline.

RUN IT AGAIN ⟁

SPRAWL · ONE EQUATION, ZERO MESHES · MANTICTHINK.COM