Boneyard / partMark

BONEYARD · part · bay

Mark

src/47-mark.js · one module, no third-party code

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ParametersFactory
How it works

The mark is built once in the SVG's own units (a 96 unit box, centre 48,48, y flipped to point up): the rounded square is a 16-sided slab with three segments per corner, and each stroke of the glyph is a box extruded a few units off the slab's face (the node is an octagonal prism that stands a little proud). Every face keeps an outward winding, so after the spin (yaw about Y, a fixed pitch about X) its normal says whether it faces the viewer.

The arrival is pure projection: for the first moment after switch-on each face is pushed far down the camera's depth axis, so perspective shrinks it onto the vanishing point, and it is pulled home on an ease-out with a small per-face delay (slab first, glyph next, the node last) while the whole solid unwinds a half turn. When the last face lands, one amber ring leaves the chip. After that the motion is a sway, not a spin: yaw is amp * sin(phase) about the face-on pose plus a lean toward the pointer, so the chip never turns edge-on.

Each frame the faces are sorted far to near by mean depth. Back caps are dim, side facets gather edge light, and front faces use one diagonal glass gradient before the familiar additive glenz pass. Behind the chip, a segmented octagonal aperture is tethered to the shared vanishing point and turns slightly against the solid. Every few seconds a specular band crosses the lit faces. Visitor turns add short projected outline echoes and an amber commutation arc around the aperture, then settle cleanly. still() holds the finished 30 degree composition.

Provenance
technique
a gimballed glenz-vector insignia: a translucent low-poly solid painter-sorted by depth, with distinct front, back and side materials, held inside a segmented observatory aperture; edges are stroked on top
lineage
Amiga demoscene glenz vectors (about 1989 to 1990), with the demo finale's sunburst behind the object
original
the solid is the Desert Data Labs chip mark from ddl-cactus-mark.svg: the rounded square as a thick glass slab, with the saguaro circuit (trunk, the two arms that close into a diamond, the node, the ground rail) extruded off its face; 57 faces; projected toward the shared vanishing point. On switch-on every face flies out of the vanishing point and locks into the chip in under a second (one amber lock ring, once); then it sways face-on (never edge-on), leans toward the pointer, dollies slowly in, and a specular band sweeps the glass every few seconds with the front edges running amber under it; the aperture counter-turns, and a drag or button turn pulls brief geometric edge echoes behind the solid
not
a textured logo render, a physics toy, a Boing ball. No lighting model beyond facing, no text.
deps
none · Canvas 2D · 2026-09
budget
0.54 ms/frame active drag @ 1440x900 internal; 0.73 ms/frame @ 390x844; fourfold CPU slowdown, local Chromium parts harness (2026-09-30); phone hardware TBD
api
mount(canvas, params, ctx) -> { tick(dt, t, progress, pointer), resize(w, h, dpr), still(t), destroy() }
license
MIT, Desert Data Labs LLC

Budget: 0.54 ms/frame active drag @ 1440x900 internal; 0.73 ms/frame @ 390x844; fourfold CPU slowdown, local Chromium parts harness (2026-09-30); phone hardware TBD