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Field Surface Engine (FSE)

clouud Layer 11, Skin / Perimeter Layer

Taylor series complex field driving Euclidean morphisms on a perspectively receding infinity tunnel. Per-wall bevel, shadow, pivot blind, and checkerboard physics. UUONBridge port layer for audio, MIDI, WebSocket, and Roblox connectivity.

License: USAL-1.0 Layer: 11 npm: @uuon-foundation/field-surface-engine

What it is

The FSE renders the boundary surface of the clouud mathematical organism. It is the first system in the stack where interior computation becomes perceptible. A viewer looks into an infinitely receding tunnel whose walls are continuously deformed by a Taylor series field evaluated at each surface point, morphed through one of five Euclidean transformation classes.

Each of the four walls — TOP, RIGHT, BOTTOM, LEFT — is independently controllable. Shift, bevel, shadow, pivot blind angle and speed, blind width, and checkerboard phase shift are all per-wall parameters. The engine runs in any browser with no dependencies.

Boot state: MORPH 1.0, FLOW SPEED 20.0, MESH WEIGHT 1.0, ORDER 3, ROTATION mode, animation 4.8×. Open the file and it runs.


UU Coordinates

uuho Phillip Aguilar Ruiz III / UUON Foundation Inc.
uuhat field-surface-engine@1.0.0 — F=(P,E,M,R,C)
uuhere Layer 11 · github.com/UUON-Foundation/field-surface-engine
uuhen v1.0.0: 2026-08-07 UTC
uuhy Skin / Perimeter Layer — boundary surface rendering interior mathematical state

Quick Start

Browser — just open it:

open index.html

Serve locally:

npx serve . -l 8080
# open http://localhost:8080

Node.js — seed API:

const { FSESeed } = require('@uuon-foundation/field-surface-engine/api/seed');

// Encode a state to a portable seed string
const seed = FSESeed.encode({ morph: 0.8, modeIdx: 3 });

// Decode back to full state
const state = FSESeed.decode(seed);

// Describe a seed in human-readable form
console.log(FSESeed.describe(seed));
// { mode: 'INVERSION', order: 3, morph: 0.8, ... }

UUONBridge — Port Map

Connect external systems via window.UUONBridge:

// Set any engine parameter by path
UUONBridge.set('core.morph', 0.8)
UUONBridge.set('wall.1.shift', 0.5)   // wall 0=TOP 1=RIGHT 2=BOTTOM 3=LEFT
UUONBridge.set('anim.speed', 2.0)
UUONBridge.set('theme', 'bw')

// Audio feed — Float32Array [morph, speed, meshW]
UUONBridge.audioIn([0.6, 0.4, 0.9])

// MIDI CC
UUONBridge.midiIn(1, 64)    // mod wheel → morph
UUONBridge.midiIn(7, 100)   // volume → mesh weight

// WebSocket (uuon-clouud backend)
UUONBridge.connectWS('wss://clouud-api-production.up.railway.app/ws/engines/field-surface')

// Roblox / game engine frame pump
UUONBridge.startRobloxPump(fn, 12, 0.25)   // 12fps, 25% scale
UUONBridge.getFramePNG(0.5)                  // base64 PNG snapshot

// postMessage (cross-origin / iframe)
window.postMessage({ namespace:'UUON', type:'set', path:'core.morph', value:0.9 }, '*')

// Full state snapshot
const state = UUONBridge.getState()

// Load a preset by name
UUONBridge.loadPreset('INVERSION VORTEX')

MIDI CC Map

CC Parameter
1 core.morph (mod wheel)
7 core.meshW (volume)
74 core.spd (filter cutoff)
20–23 wall[0–3].shift
24–27 wall[0–3].bevel

Five Euclidean Modes

Mode Transform Effect
ROTATION R(θ) — angle scales with distance from center Grid rotates, outer rings faster
REFLECTION Fold across rotating axis Surface mirrors through a moving plane
SHEAR [[1,s],[s₂,1]] Parallelogram deformation
INVERSION z → 1/z (Möbius / Smith Chart) Inside↔outside, conformally mapped
SPIRAL Rotation + scaling similarity Corkscrews toward vanishing point

Named Presets

Preset Key Parameters
OPEN CHAOS ORD:3, MORPH:1.0, SPD:20.0, MESHW:1.0, ROTATION — boot state
DEFAULT ORD:3, MORPH:0.4, SPD:4.0, MESHW:0.85, ROTATION
BEVEL STAGGER ORD:5, SHEAR, per-wall shift+bevel
BLIND STORM ORD:4, all walls 40–60° blind angle
CHECKER PULSE ORD:3, REFLECTION, checker 6–10 per wall
INVERSION VORTEX ORD:7, INVERSION, per-wall shift ±0.5, bevel 2.0
SPIRAL WEAVE ORD:6, SPIRAL, mixed blind+checker
SHEAR GRID ORD:2, SHEAR, checker:12 all walls
DEEP FOLD ORD:9, bevel 3.0, blind 60–70°, shift ±0.7
REFLECTION GHOST ORD:4, REFLECTION, meshW:0.3
CORRIDOR SHIFT ORD:7, RIGHT wall full configuration — documented 2026-04-18
FULL CHAOS ORD:8, SPIRAL, all walls max parameters

Biological Position

clouud Biological Architecture
─────────────────────────────────────────
Layer 01  Spine / CNS         uuon-clouud routing
Layer 03  Skeleton            Wave Field 3D Engine
Layer 04  Proprioception      Propagation Engine
Layer 05  Visual Cortex       Recursive Fractal Engine
Layer 06  Decision Layer      Boundary State Engine
Layer 07  Deep Geometry       Kleinian-Hybrid IFS Engine
Layer 08  Vascular            Pythagorean Graph Engine
Layer 09  Prefrontal Cortex   pscience Perception Engine
Layer 10  Reproductive        Phyllotaxis Seed Engine
Layer 11  SKIN / PERIMETER    Field Surface Engine  ← HERE
─────────────────────────────────────────

Inputs from: BSE entropy → morph · Propagation activation → wall shift · PSE seeds → state Outputs to: WebSocket frame stream · gate-uuay API · Roblox pump · AWS Marketplace


Repository Structure

field-surface-engine/
├── index.html           Engine v9 — runs standalone in any browser
├── api/
│   ├── seed.js          Node.js seed encoder/decoder
│   └── presets.json     Preset registry
├── ACADEMIC-RECORD.md   Origin record + UU coordinates + named preset IP
├── NOTICE               Attribution notice
├── LICENSE              USAL-1.0
├── README.md
└── package.json         @uuon-foundation/field-surface-engine

License

USAL-1.0 — Not for commercial use. Reverse engineering prohibited. See LICENSE.

© 2026 UUON Foundation Inc. — Phillip Aguilar Ruiz III phi1@uuonfoundation.com · Kassel, Germany

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The FSE renders the boundary surface of the clouud mathematical organism. A viewer looks into an infinitely receding tunnel whose walls are continuously deformed by a Taylor series field evaluated at each surface point, morphed through one of five Euclidean transfor

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