NISHI voxels · bits-up NishiLang (canvas + continuous input all bits-up)

Controls: W A S D move · Space jump · Shift sprint · mouse look (click canvas to capture).

Source-of-truth: nishi-engine/nx/nx_voxel_runtime.nx -- state machine + chunk world + FPS controller + raster pipeline + raw-event handlers (keydown/keyup/mousemove/ mousedown/mouseup/blur) + RGBA framebuffer conversion all in NishiLang.

JS in this page: the <script> below (~18 LOC mount call) + the shared /_nishi/nishi-host.js's irreducible mountCanvas (~90 LOC: rAF loop + putImageData + addEventListener forwarders + WASM instantiate). Zero per-game JS state machinery. Bit-state, mouse-delta accumulation, sprint latching, sensitivity scaling, pixel format conversion all live in NishiLang.

No tracking. No account. No third-party at runtime.