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The Claude API lets you send text to a model and get text back. That's it. There's no session, no memory, no connection between calls — every request is independent.
Disclaimer: this is based on a day of hands-on experimentation, not deep expertise. I don't speak with authority on exactly how things work internally, but everything here reflects what I observed in practice. All outputs shown are real API responses.
To follow along, you need:
Python 3.8+
pip install anthropic
An API key from console.anthropic.com (pay-per-token, separate from any subscription)
This document describes what EmberGen 1.2 does at a feature/algorithm level, intended as a reproduction guide for reimplementing these features in the sparse rewrite. It is organized by system, not by UI node.
1. Simulation Overview
EmberGen simulates incompressible volumetric fluid on a uniform 3D grid (32–512 voxels per side). Two simulation modes exist: Combustion (smoke + temperature + fuel + flames, 4 channels) and Colored Smoke (smoke density + RGB color, 4 channels). The simulation runs entirely on the GPU via compute shaders.
Short description of a spherically distorted frustum grid. Authored with Claude Code, so some inconsistencies and oversights might have slipped through.
Spherically Distorted Frustum Grid
This document describes a variant of the frustum grid that uses spherical depth shells instead of planar depth slices, while retaining the standard perspective lateral coordinates.
Planar Grid Overview
The planar frustum grid uses a piecewise depth distribution. Key parameters:
κ = 2·tan(θ/2)/N — pixel cone slope (θ = FOV, N = pixels along one axis)
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How to get GLFW + glad working in Windows using the Visual Studio compiler (MSVC):
From an x64 dev command prompt. I'm using VS 2019, but earlier and later versions should work the same. GLFW depends on git and cmake being available in PATH. No other dependencies.
Compiling GLFW:
git clone https://github.com/glfw/glfw
cd glfw
The core of most real-time fluid simulators, like the one in EmberGen, are based on the "Stable Fluids" algorithm by Jos Stam, which to my knowledge was first presented at SIGGRAPH '99. This is a post about one part of this algorithm that's often underestimated: Projection
MG4_F32.mp4
Stable Fluids
The Stable Fluids algorithm solves a subset of the famous "Navier Stokes equations", which describe how fluids interact and move. In particular, it typically solves what's called the "incompressible Euler equations", where viscous forces are often ignored.
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