Wheel mechanics, grouped and live.
Each page collects a family of mechanics as live, replayable demos, with the minimum code that makes each one work.
A wheel in ten lines, the gamble wheel, and a template round-tripped through JSON.
Where the pointer ends up: exact angles, centring, bounce, skip.
Near-misses that bait the player: creep, stutter, stall, protected skips.
Dynamic sectors that move, rings that spin each other, a wheel idling under the reels.
Every layer of disc art, the tongue end to end, and three production wheels with their studios' own assets.
The disc, layer by layer
Every piece of art a wheel face is made of, what each one has to match, and the code that mounts it.
How to make a tongue
The pointer end to end - where it sits, the pegs it rides, elasticity, friction, drag, its art, its events and its sounds.
Skins and assets
Per-section styles and three production wheels built from their studios' own art.
Adapters for real responses, sound hooks, the debug view.