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Reference

Rendering and Replay Mechanics

Look up syntax, contracts, layouts, algorithms, and exact behavior.

Rendering is a projection of evaluated simulation data, not a second simulation. The best path and ghost paths are already produced during fitness evaluation. The UI converts those point arrays into SVG polylines and animates the ball by stepping through the best path at a fixed replay rate.

pdisplay(t)=path⌊αt⌋ mod ∣path∣p_{display}(t)=path_{\lfloor \alpha t \rfloor \bmod |path|}
Replay frame. The displayed ball samples the evaluated best path using a replay-speed coefficient alpha.
bestAttempt.path -> highlighted polyline
topAttempts[1..ghostCount] -> translucent ghost polylines
bestAttempt.genome -> launch velocity arrow
target -> draggable circle and hit halo
wind config -> wind vector panel
summary -> generation/hit/min-distance stats
SVG projection. All visual layers are derived from the current simulation summary and configuration.

Because rendering is derived from stored attempts, pausing the animation does not pause the optimizer state itself. It only stops the visible replay on the selected best trajectory.