Not an arena — the actual E1M1 "Hangar" map from
doom1.wad (467 vertexes, 475 linedefs, 85 sectors). Each
screen column is cast as a ray against the real linedefs and walked front‑to‑back
through a clip window, so real per‑sector floor/ceiling heights, steps and windows appear.
That framebuffer is the bias field of a Potts lattice; chromatic block‑Gibbs relaxes
into the image. Click the screen and walk id's real level.
sampler verified vs THRML Δenergy 0.00(behavioural equiv.) real geometry → p‑bit denoise
render β4.5
—
—
HEALTH
100
ARMOR
0
AMMO
50
WEAPON
PISTOL
KILLS
0/0
click to enter — WASD move · arrows turn · Space fire
SAMPLER — live chromatic block‑Gibbsthe picture above is this, read out
Every number is read straight out of the running sampler each frame — not invented UI metrics. Drop β and watch state transitions explode and energy climb as the lattice boils; raise it and it descends back. Hit Show changed cells to see exactly which p‑bits the sampler is still moving. This Gibbs conditional is the one verified against Extropic’s THRML in tsu_engine.py (Δenergy 0.00).
Controls
WS move · ←→/AD turn · QE strafe Space fire · R open door · Shift run 1234 — select weapon (once picked up)
Developer / proof mode:Show bias field = the raycast target the
p‑bits relax toward; changed cells = the p‑bits the sampler
moved last sweep; Freeze + Step to advance one Gibbs sweep at a time; Inspect
then click any pixel to read its live conditional P(k). Drop β→0 and the world dissolves
into pure categorical noise; drop βvis and even the geometry boils
— which wall you see is sampled too. A static image can't do either.