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v0.6.0
raw-native renders a test scene, computes ambient occlusion two ways, and writes a certificate saying whether the fast screen-space estimate held against a ray-traced reference. Version 0.6.0 adds a GPU host for the web, two creative modules, a mathematical-animation layer, and a media engine. The engine renders this release's own explainer video and walkthrough from this release's own output.
Download and run
| File | Platform |
|---|---|
raw-native-0.6.0-windows-x64.zip |
Windows 10 or 11, x64. CPU only, static runtime, no installer, loads only KERNEL32.dll. |
raw-native-0.6.0-windows-x64-d3d12.zip |
Windows 10 or 11, x64, with the D3D12 backend. --gpu needs a hardware GPU. Adds only d3d12.dll and dxgi.dll. |
raw-native-0.6.0-linux-x64.tar.gz |
Linux x64 with glibc 2.38 or newer. |
raw-native-0.6.0-wasm.zip |
Browser or Node: the CPU build and the WebGPU build. Also published loose. |
sha256sum -c SHA256SUMS
raw_native_cli --out ./out
raw_native_cli verify ./outWhat is new
- Media at every release.
raw-native media renderturns a repo'sdocs/media/media.jsoninto videos, reading every number from the commit it runs at.- Each scene gets its video, a poster, captions, an interactive page with the engine beside it, and a manifest of hashes.
- Walkthroughs record what each command really prints and draw it as a guided terminal session.
- A reusable workflow,
.github/workflows/media.yml, renders on a runner with no GPU through Chrome's CPU WebGPU adapter and attaches the result to the release. Any repo can call it. - This release's media, "Checking the light" and a first-run walkthrough, is attached below by that workflow. See ADR 0012.
- Motion, a mathematical-animation layer (
web/motion/, ADR 0011). A scene is a pure function of time. It provides:- Bezier paths drawn with analytic anti-aliasing on the GPU;
- morphs between shapes, text and equations by point correspondence;
- glyph atlases from any font you may redistribute, and a small TeX subset;
- live plots and GPU particle formations;
- a camera that moves through scale with depth of field.
One scene file plays live, with scrub, frame step and parameters, and renders frame-exact to video through the browser's hardware encoder: about 25 ms a frame at 3840 x 2160 on an RTX 4090.
- Web GPU host (
web/raw-gpu.mjs, ADR 0010). WGSL compute and render pipelines, the frame graph and per-pass GPU timing on WebGPU, in one dependency-free module. - Threads and Worlds.
- Threads: particles flowing along fifteen form fields.
- Worlds: fifteen raymarched dioramas you can walk around.
Both are creative modules with no CPU reference and no certificate, and both composite under Motion.
Checked before release
- The default render's
certificate.json,receipt.json,channels.json,frame.ppmand both AO float files are byte-identical from the packaged Windows, Windows D3D12, Linux and CPU wasm builds. Thecertificate.jsonSHA-256 isa65bf9b6.... - Against 0.5.1,
frame.ppm, both AO float files andchannels.jsonhash the same.certificate.jsonandreceipt.jsondiffer only through the version string. raw_native_cli verifypasses on the Windows, Linux and wasm output. The packaged Windows and Linux archives were unpacked and run.- 36 of 36 tests pass with MSVC and with GCC 13.3. The D3D12 build adds the hardware runtime test (37 of 37 on an RTX 4090).
- CI is green on the release commit, including the new media-smoke job. That job builds, reads the facts, records the walkthrough and renders the first seconds of each scene on a hosted runner with no GPU.
Limits
- The D3D12, WebGPU and WARP matrices and the benchmark were not rerun for 0.6.0. Their evidence is 0.5.0's, and the render code they measure is unchanged.
- Media files. The
-540pvideos are the workflow's renders: captions, no narration. The-1080pand-2160pvideos, the posters and the media zips are the narrated renders made on the author's machine, from the same commit's values. The narration is a synthesized version of the author's voice. - Sound, updated 10 October 2026. The
-1080pand-2160pvideos and the media zips now carry a mix from the sound engine (web/sound, merged after this release). The mix has the same narration, a score held 18 LU under the voice, and a few cues tied to what changes on screen. It is mastered to -16.0 LUFS integrated, with true peak at most -1.8 dBTP (ffmpegebur128). Pictures, facts and captions are unchanged. Each zip'smedia.jsonhas asoundblock, andsound/holds the sheet, report and receipt. The videos first attached carried the narration alone. They are kept, and the narration-only mix can be restored by swapping the files back. - Motion, Threads and Worlds are creative media: they make no claim about accuracy and write no certificate.
- One built-in scene. Agreement with the CPU is not agreement with ground truth: the CPU reference is itself a 64-sample estimate.
Licensed FSL-1.1-MIT. Version 0.2.0 and earlier stay MIT.