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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)