// POV · RISK SURFACE

THE MATH DOESN'T CARE HOW CONVINCED YOU ARE

Every degen story collapses into the same equation. Bet fraction times edge minus loss probability. Below is that equation as geometry — Monte Carlo across 96 bet sizes, median log-equity baked into a heatmap. Three live walks overlay it: half-Kelly (under-bet), Kelly (the ridge), 1.8× Kelly (the cliff). Same seed, same edge. The over-Kelly walk converges to ruin. Not eventually — visibly. Drag the edge slider to compress the ridge. Move past it and the geometry pays you in red.

Loss is information, but only if you log it before you rationalize it. The cliff is invariant — you can't out-conviction it.

// PROCESS

HOW IT WORKS

01

VISUAL QUESTION

Start with "what does erosion look like in real-time?" not "build a terrain page." The question drives the math.

02

GPU FIRST

Write the GLSL pipeline first. Domain warping, FBM, ping-pong FBOs. The shader IS the piece. React wraps it, doesn't define it.

03

CONSTRAINT

Single-pass or two-pass maximum. 300 lines of GLSL. Constraints produce better shaders than freedom.

04

CO-AUTHORSHIP

Mouse interaction means the viewer changes the piece. Not cursor-following — actual state mutation through human gesture.