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- Replaced `InstancedBufferAttribute` CPU updates with `StorageInstancedBufferAttribute` GPU processing for dandelion seeds. - Refactored `spawnDandelionExplosion` to utilize a staging buffer and queue mechanism to pass batch spawn events to the GPU, preventing single-frame uniform clobbering. - Integrated the new `updateDandelionSeeds` compute call synchronously into the main `game-loop.ts`. - Addressed WGSL type strictness by using `uint` uniforms and `remainder` instead of floats for array indexing logic in `dandelion-seeds.ts`. - Updated `plan.md` to mark the feature complete. Co-authored-by: ford442 <9397845+ford442@users.noreply.github.com>
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This commit transitions the
dandelion-seeds.tsvisual particle system to utilize WebGPU compute shaders, offloading the frame-by-frame physics loops from the CPU to the GPU. This is part of the "Phase 4 targets (Compute Shaders - Remaining)" objective detailed in theplan.mdfile.PR created automatically by Jules for task 16850839077950793708 started by @ford442