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# Handmade Platform Parity

An early Handmade Hero-style platform pressure test for The Flywheel Engine. It draws a CPU pixel-buffer scene, stores persistent state in `Game_Memory`, reads normalized controller and mouse input, and writes a continuous generated tone through `Game_Output.audio`.

## Controls

- `WASD` or arrow keys: move the test marker and shift the gradient.
- Mouse: move the white cursor marker; left/right/middle button states are shown in the HUD.
- Gamepad d-pad or left stick: move the same test marker.
- `Space` or gamepad South: toggle audio.
- `Q` / `E` or gamepad shoulders: lower/raise tone frequency.
- `Escape` or gamepad Start: quit.

## Handmade platform mapping

- Software backbuffer and pixel drawing map to `Pixel_Buffer`.
- Persistent game state maps to `Game_Memory.permanent`.
- Keyboard, mouse, and controller input map to `Game_Input`.
- Keyboard and game-pad gameplay controls are read through `Game_Input.controllers`.
- Sound output maps to `Audio_Ring_Buffer`.
- The platform layer owns windows, timing, input collection, audio device submission, and presentation.

This is platform-category parity, not a line-by-line Handmade Hero source port.