Eleven ducks and a physics problem
The scene is ASCII art the way a cathedral is a pile of stones: a native fullscreen window, a grid of character cells, a simulation underneath, drawn through your GPU. The two big ducks lead, nine small ones follow, and the five balloons hang on ropes with real pendulum physics, wobbling through a hundred and twenty substeps a second.
The sky is a gradient you can set by time of day. Up to three backdrop pictures scroll behind the parade at their own speeds. Every duck can wear a hat. Each duck can carry a personality of its own, bob, gait, phase and colour, and the one duck marching slightly out of step will be the one you love most.
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That is the small duck, in the characters the parade draws it in. Nothing here is a picture of a duck; it is a duck, made of characters, walking on a grid of cells.
The weather
The parade has weather, seeded and deterministic, so the same storm always falls in the same order.
- Rain
- Blue waves fill the gaps between the grass blades, and splashes bloom around every duck's feet.
- Snow
- The ground turns white and one chosen duck falls on its backside. Every duck behind it stops, in order, and keeps marching in place. The rhythm survives.
- Wind
- Every grass blade leans the other way.
- Lightning
- The tall blades flash, and the whole parade freezes for a second and a half. Then it resumes as if nothing happened.
The ducks notice you
Click a duck and it hops, grimaces and clucks. Shift-click one and it stops dead, the ducks behind it stop too, and the ones in front keep marching; the held duck keeps walking on the spot, because the rhythm is a clock, not a video.
Every sound is synthesized as it happens. No audio file ships, none is loaded, and a machine with no sound card simply marches in silence, unbothered. A note track can be composed in the editor and played in step with the marching, because a parade deserves a soundtrack.