Finite frame. Infinite interior.
Slow geometry at the edge of space.
SESSION / OUTPUT
Allocation changes rebuild GPU buffers. Start with one million; measured FPS depends on your GPU. Native mode fixes the drawing buffer at 4608 × 1512.
H controls · Space pause · F fullscreen · Escape exit clean view. Presets are JSON; no network connection is needed. To record: select native resolution, hide the controls, then use your screen recorder.
MODEL / IMPLEMENTATION NOTES
Exact 600-cell vertices and 720 edges; four H₄ reflection generators; stable Möbius addition and geodesic interpolation in the unit ball. The dodecahedral, cubic and icosahedral scenes are nested, geodesic polyhedral arrangements inspired by the named honeycombs, not exact infinite tessellations. H₄ has 14,400 full symmetries, including 7,200 rotations. The 120-cell dual is not constructed here.
Dependency-free WebGL 2; RGBA32F ping-pong simulation; half-float scene/history when float blending is supported, otherwise RGBA8 scene rendering with half-float history and bloom. Area-filtered bloom with smooth reconstruction; antialiased point footprints; local chamber-overlap braiding and resonance; approximate point-sprite depth of field, screen-space chromatic fringe and velocity stretching. Smooth value-noise drift rather than a 4D Perlin implementation. Curvature changes the visual embedding scale; the internal metric uses K = −1. Golden-ratio modulation gives long quasi-periodic evolution, not a mathematically non-repeating simulation. This is a visual installation engine, not a scientific tessellation solver.