Audio Reactive Vector Float System

A vector float system built from scratch: points carry a velocity, a field pushes them, audio bends the field. Nothing here is a preset — every stage is built in front of you and stays open afterwards.
What gets built
- Point generation in POPs, with a density you can actually control
- A vector field that reads from a TOP instead of a formula, so you can draw it
- Audio analysis in CHOPs: three bands, smoothed, mapped to field strength
- Trail rendering that does not turn into mud after ten seconds
Where it went wrong
The first version fed raw audio straight into field strength. It looked like a seizure. The fix is in the tutorial: the smoothing stage matters more than the field itself.


