Surrender Machines  ·  Loop Art Critique  ·  Cohort #21

Chutes (and Ladders)

Mark Walhimer
mark-walhimer.com
June 17, 2026

Loop Art Critique
@LoopArtCritique
Cohort #21
Working Note

Chutes and Ladders runs on one piece of board-game logic: land on a chute and you slide down, bypassing whatever's between you and where you're headed; land on a ladder and you climb up and over it instead. Most of the time the smarter move is the chute — bypass the issue rather than grind up and over it. This piece is built out of exactly that choice, made over and over, mostly by the code itself rather than by a visitor walking through anything.

Not a metaphor sitting on top of the work — the actual decision logic running inside it. Every cycle, something gets bypassed and something gets climbed.

Live Work Open full screen ↗
Chutes — seed 77823  ·  Arrows move, drag looks, T toggles autopilot, N forces rebirth mark-walhimer.com/sketches/loop-snippets/…

A seed-driven Three.js volumetric piece where invisible canvas data, not a literal palette, drives geometry: red offsets raster position, green selects spectrum color, blue pushes depth. Raymarched through a GPU voxel atlas, it wanders, listens through Web Audio, runs approximately eight minutes, dies, then resurrects identically from the same fixed seed.

00 —

How It Works

Strip the title away and the technique underneath is a hand-rolled G-buffer — the same trick deferred renderers use in games, where a layer of invisible data sits behind the visible color and a later pass reads it back to decide what actually gets drawn. A 2D canvas paints raster offsets into red, spectrum selection into green, and depth into blue. A fragment shader reads those three channels back and raymarches them into a volumetric field. Nothing about the color you see is the color the system is actually thinking in.

Seed 77823 governs all of it deterministically: an eight-minute life, a 4.2-second fade once the lifebar fills, then a rebirth that reseeds the same RNG and regenerates the identical field. It does not evolve from cycle to cycle and it does not stay dead — it bypasses both of those harder outcomes for the same clean reset, every time.

01 —

Where the Chutes Are

The system defaults to bypass. A person sitting at the keyboard is the only thing in this piece that ever climbs.

Chutes — what the system bypasses
  • Rebirth doesn't repair or evolve the field — it slides straight back to t=0 on the same seed.
  • Cutting the gear machine instead of continuing to maintain two systems in one file.
  • Autopilot on by default — the camera bypasses the effort of finding a good angle.
Ladders — what a visitor climbs
  • Arrow keys override the bypass and move the camera by hand.
  • "T" turns the autopilot off — choosing to take the harder route back.
  • "N" forces rebirth early, climbing in to decide when the bypass happens.
Most of the time, the smart move is the chute.
The code agrees. It built rebirth as one.