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Field playground 04 · animation

Hit what you see

Land five hits on the TSL-materialized 3D body. Each CPU shot leaves its world-space ray, closest approach, and exact local hit-radius sphere visible; both spine and changing radius are adapter-authored fields. Inject 350 ms of lag to expose the classic animated-hitbox failure.

TSL procedural body ↔ CPU world rayloading simulation…

Field instruments

Target controls

The benefit: GPU body geometry and CPU hit testing consume one closed-form spine and one closed-form radius. The orange proxy deliberately shows the 350 ms lag fault for comparison.