@uuon-foundation/mandelbox-amazing-family-engine
v1.0.0
Published
Real-time WebGL2 ray marching fractal renderer, four fractal types, token-gated iterations, Base Mainnet. UUON Foundation Inc.
Maintainers
Readme
UUON Amazing Family Engine
UUON Foundation Inc. — Phillip Aguilar Ruiz III
@uuon-foundation/amazing-family-engine · License: USAL-1.0
Real-time GPU ray marching fractal renderer. Four fractal types rendered via WebGL2 GLSL 300es distance estimators — no polygon mesh, no rasterization. Geometry is pure mathematics evaluated pixel by pixel on the GPU every frame. Connected to Base Mainnet via ethers v6 with PIEZ/PSENT token-gated iteration tiers.
Part of the UUON PHRAMEWORK, anchored to Base Mainnet block 47259953.
Live Engine
→ Launch Amazing Family Engine
The Four Fractals
| Mode | Author | Year | Geometry | |------|--------|------|----------| | Mandelbox | Tom Lowe | 2010 | Box fold + full 3D sphere fold. Solid crystalline volumes with recursive interior structure. | | Amazing Surf | Knighty | 2011 | XY-only sphere fold, Z axis escapes. Infinite layered surfaces with open vertical corridors. | | Surf Mod1 | — | — | Amazing Surf + fixed Julia offset. Breaks translational symmetry, reveals attractor geometry. | | Box Julia | — | — | Mandelbox with constant additive c. Collapses Mandelbox iteration to reveal the attractor skeleton. |
The fractal formulas are prior art. The IP is in the architecture — see below.
F=(P,E,M,R,C) Formulation
| Symbol | Name | This Engine |
|--------|------|-------------|
| P | Parameters | { mode, iter, scale, fold, minR, fixR } — 6 values, ~48 bytes |
| E | Encoding | GLSL DE function applied per ray, per pixel, every frame |
| M | Mapping | Compile-time MODE dispatch + upU() uniform chain — maps P to GPU shader behavior at compile time |
| R | Representation | WebGL2 framebuffer (live) · PNG export · OBJ mesh with vertex normals |
| C | Compression | P=48B → R≈180KB–2MB → C≈3,750:1 to 40,000:1 |
Compression Table
| Configuration | P (bytes) | R (approx) | C ratio | |---------------|-----------|------------|---------| | Mandelbox / iter 8 / quality 48 | 48 | ~180 KB | ~3,750:1 | | Mandelbox / iter 16 / quality 96 | 48 | ~2 MB | ~40,000:1 | | Amazing Surf / iter 8 / quality 64 | 48 | ~400 KB | ~8,300:1 | | Box Julia / iter 12 / quality 48 | 48 | ~280 KB | ~5,800:1 |
Public / Proprietary Split
uuon-amazing-family-engine/
├── index.html [PUBLIC] — renderer shell, UI, animation, OBJ export
├── core/
│ └── engine.js [PROPRIETARY — .gitignored]
│ Served from https://uuon.world/engine/amazing-family/core.js
│ Exposes window.AFE
├── docs/
│ ├── ACADEMIC-RECORD.md
│ └── FPERC-diagram.svg
├── api/
│ └── README.md — planned API server spec
├── LICENSE — USAL-1.0
├── NOTICE — provenance + third-party deps
├── .env.example
├── .gitignore — core/engine.js excluded
└── .github/workflows/gitleaks.ymlWhat index.html contains (public)
- WebGL2 scene setup, render loop
- All UI controls, animation modes, tab system
- Wallet connection (ethers v6), token gate UI
- OBJ mesh export pipeline (calls
window.AFE.jDE) - PNG export
What core/engine.js contains (proprietary)
buildFS(mode, iter)— full GLSL fragment shader source builderdeMB,deAS,deM1,deBJ— four GLSL DE implementationsjMB,jAS,jM1,jBJ— CPU mirror DE functions (exact match)jSF,jSFxy— fold helpers with BUG-02 XY fixjDE(U, x, y, z)— CPU dispatcher
window.AFE API surface
window.AFE.buildFS(mode, iter) // → GLSL fragment shader string
window.AFE.jDE(U, x, y, z) // → scalar DE value for CPU mesh export
window.AFE.version // → '1.0.0'Ray Marching Architecture
Camera ray → Bounding sphere test (r=8) → March loop →
DE(p) → step forward by DE result →
Hit: shade (Lambert + Blinn-Phong + soft shadow + AO + gamma)
Miss: white background| Parameter | Value | Notes | |-----------|-------|-------| | MAX_STEPS | 128–256 | Scales with iter depth | | SURF_EPS | 0.0002–0.0005 | Hit threshold, scales with iter | | STEP_FAC | 0.5 | Safety multiplier | | BOUND_R2 | 64 (r=8) | Bounding sphere, catches fractal extent at large scale |
Normal estimation: 4-sample tetrahedron gradient of DE. Soft shadows: 16-step secondary ray, penumbra ∝ DE/t. AO: 5-sample cone along surface normal.
Nine-Bug Audit (v1.0.0)
All nine issues identified in the pre-publication audit were resolved:
| ID | Issue | Fix |
|----|-------|-----|
| BUG-02 | XY-only sphere fold used full 3D radius | spFxy and jSFxy now use XY radius only; Z unchanged |
| BUG-04 | OBJ export missing vertex normals | vn entries written; faces use v//n format |
| BUG-05 | morphBase stale on mode switch during morph | Refreshed in setMode() when animMode===5 |
| BUG-06 | Cycle shader rebuild blocked main thread before flash | doFlash() yields 20ms before rebuildShader() |
| BUG-07 | Token balances fetched once only | 30s polling interval + window focus listener |
| BUG-08 | No warning before heavy quality+iter combos | Warning shown for quality 96 + iter > 8 |
| BUG-09 | BOUND_R2 too small (r=2) | Increased to 64 (r=8) |
Token Gate — Base Mainnet
| Token | Contract | Unlocks |
|-------|----------|---------|
| PIEZ | 0xfb9c83432331EAf6f4a9D9488828823587d6f3da | Iter 12, Shape API |
| PSENT | 0x985A1ebac4388DFb6EB4FE1171dCa9c6a5DB9cE7 | Iter 16, OBJ mesh export, NFT metadata prep |
Note: Token gate is currently UI-only. Server-side enforcement via uuon-clouud signed session tokens is the next architectural priority.
Dependencies
| Dependency | Version | License | Use | |------------|---------|---------|-----| | ethers | 6.15.0 | MIT | Base Mainnet wallet + token queries | | Share Tech Mono | — | SIL OFL | UI typography | | WebGL2 / GLSL 300es | — | Open standard | GPU rendering |
No build step. No bundler. Single HTML file + proprietary core.
Known Limitations
| Limitation | Impact | Resolution Path | |------------|--------|-----------------| | Token gate is UI-only | Bypassable via DevTools | Server-side session issuance from uuon-clouud | | No P-vector serializer | Sessions not reproducible from UI | Save/load JSON P vector | | No API server | Browser-only — no programmatic access | Node.js DE module, then Express endpoints |
License
USAL-1.0 — Phillip Aguilar Ruiz III / UUON Foundation Inc. Attribution required. AI training use prohibited. Commercial licensing: [email protected]
