nx_beach_release_recipe_move_t72.nx source
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1// Beach release fixture recipe. Native scene data; no page-side geometry.
2// The publication pipeline must advance the revision and capture the rendered fixture.
3const BEACH_RELEASE_REVISION: i64 = 2026090702
4const BEACH_RELEASE_WORLD: i64 = 2
5const BEACH_RELEASE_FORWARD: i64 = 7
6const BEACH_RELEASE_LATERAL: i64 = 0 - 3
7const BEACH_RELEASE_RADIUS: i64 = 1
8const BEACH_RELEASE_HEIGHT: i64 = 2
9const BEACH_RELEASE_MATERIAL: i64 = 7
10const BEACH_RELEASE_RED: i64 = 57
11const BEACH_RELEASE_GREEN: i64 = 198
12const BEACH_RELEASE_BLUE: i64 = 214
13
14// Player physical-gravity profile; horizontal speed and step retain legacy design.
15const BEACH_MOVE_MODE: i64 = 1
16const BEACH_MOVE_GRAV_MM: i64 = 9810
17// Lowest integer mm/s producing the incumbent210-Q8 apex under the60Hz rational integrator.
18const BEACH_MOVE_JUMP_MM: i64 = 4095
19const BEACH_MOVE_WALK_MM: i64 = 9375
20const BEACH_MOVE_TERM_MM: i64 = 28125
21const BEACH_MOVE_STEP_Q8: i64 = 384
22const BEACH_MOVE_REPEAT: i64 = 1
23
24// Candidate Beach terrain recipe, Q8 amplitude / block wavelength / turns-256 heading.
25const BEACH_DUNE_AMPLITUDE_Q8: i64 = 768
26const BEACH_DUNE_WAVELENGTH: i64 = 24
27const BEACH_DUNE_HEADING: i64 = 32
28const BEACH_DUNE_RECIPE: i64 = BEACH_DUNE_AMPLITUDE_Q8 + (BEACH_DUNE_WAVELENGTH << 12) + (BEACH_DUNE_HEADING << 20)