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Crystal

Interactive crystal growth on a fixed-budget geometric net.

Crystal reuses the useful separation from flower: topology, material state, camera/input state and drawing buffers are distinct. The game does not treat rendering nodes as atoms. A fixed or nearly fixed set of surface nodes samples a growing shape; material-specific local rules determine which directions, angles and facets are preferred.

The first draft material laws live in materials/, with the common model in docs/net-model.md.

Initial materials:

  • alpha quartz — trigonal, chiral;
  • halite — cubic;
  • bismuth — rhombohedral A7, with an optional non-equilibrium hopper/terrace rule;
  • pyrite — cubic/diploidal, with cube/pyritohedron/octahedron face families.

The crystallographic labels are anchors for symmetry. Numerical gameplay weights are deliberately marked as uncalibrated until they are backed by measurement or a growth model.

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