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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.