A cable strung across a misty valley. The valley is a grid lifted by a cross-section function: flat floor, walls rising to the ridges with smoothstep, both the middle and the ends landing exactly on a constant so the tower bases never float. The cable is not a straight line but sags along a parabola between its two anchor points — and the car rides that same curve, dropped a little further by its hanger, so it always hugs the line. The car sweeps back and forth between 0 and 1 on a triangle wave, flipping around at each end; bands of mist drift every frame, the higher ones swinging farther. The valley, the trees, the towers, the car and every wisp of mist are computed at runtime — no models, no textures.
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The car rides the cable’s own curve
The cable and the car take the same cablePoint — change the sag in one place and both follow. Compute them separately and the car soon floats above or cuts through the line, and the drift only grows once you move a tower.
A triangle wave, not a sine
The car sweeps at a constant speed on a triangle wave. A sine would slow noticeably near each end, looking like it stalled and snapped back — only constant speed reads as actually running.
The mist stacks in layers
Four bands are hand-placed at 9 / 15 / 23 / 33 metres — wider and swinging farther the higher they sit. Put them all at one height and it reads as a single flat sheet, not mist stacking up from the floor.