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Tuning


Seabed

Save bed writes into beds/ through the dev server, so it lands where ?bed= reads it back from. Edit bed opens the contour editor over the live water — the same toggle as E.


View

Keys 1–8.


Rider

Space
paddle — hold for a stroke rhythm
← →
lean left / right
F
free the camera — it follows the rider by default
D
duck dive — get under the wave in front of you
R
drop back in the lineup
B
cycle the board — the buttons up top pick one outright
T
show / hide the track the rider has drawn on the water
P
pause the simulation — the camera still pans and zooms
N
next spot — cycles the beaches in the config
L
overlay the crest polylines
K
overlay the bounds of the strips they generate
C
print the running config to the console as JSON
E
toggle the contour editor over the water

Drag to pan, wheel to zoom, 0 to reset the view. Click the water to drop the rider there. On a touchscreen the camera follows the rider and the lower part of the frame is the pad, so panning is the strip above it.

Tuning is config.json, overridden by the query string. The seabed format, the boards and the full parameter list are in README.md.

Swell

Angle is degrees off shore‑normal. Moving any of these clears the water.

Sun

0° is offshore, up the frame, turning clockwise. Sheen brightens the side of a face the sun lands on, shade darkens the side it does not. Moving any of these does not clear the water.

Whitewash

Amount is how much foam a breaking crest lays down; the fades are how long the falling roller and the settled foam last. Spray scales what the board throws. None of these clear the water.

Water

Deep
Sky

Deep is what a bottomless cell settles to, sky what a Fresnel face borrows. The eats are the extinction ratio — what hue depth is, where turbidity says how much; 1/1/1 darkens without ever going green. Sheen and shade are under Sun, the wind's ripple under Wind. None of these clear the water. Apply writes the block into the running scene of config.json through the dev server.

Wind

Wind is the small-scale ripple the breeze rubs onto the surface — the texture the glitter sparkles off; 0 is glassy, 0.05 a light breeze, 0.2 a rough chop. Direction is where it blows toward, degrees off shore-normal like the swell's angle. Only the shading feels it; nothing clears the water. Apply writes the scene's own wind/windDeg into config.json through the dev server.