POWDERLINE
GUIDE · THE MOUNTAIN

How the mountain is built

The layers of the procedural slope, why it never repeats, and exactly what gets harder as you descend.

The rider on a wide daylight slope with jagged low-poly peaks on the horizon
The far ranges are a low-poly model with the sun shading baked in; everything nearer than that is generated from noise as you ride, and never stored.

One function, no map

There is no level file. The height of the snow at any point is a single function of its coordinates, evaluated on demand, and the world is streamed in 80-metre chunks around the rider — nine ahead, three to each side, one behind — built as you approach and dropped as you pass. The mountain is endless because the function is. It never repeats because the noise under it does not.

That function is deterministic. Ask for the height at the same coordinates on any machine and you get the identical number, down to the last bit, which is what makes peer-to-peer racing possible: two browsers build the same mountain independently and only ever need to tell each other where the riders are.

The layers

The slope averages 23° — the grade a real black run sits at. On top of that base pitch the height is built from stacked layers of noise, each with its own scale:

LAYERSCALESIZE
rollershundreds of metres±23 m — the big swells that unweight you at speed
undulationtens of metres±4.5 m near the top, ±6.5 m deep
mogulsmetres±0.85 m, amplified up to nearly three times inside mogul fields
powder pillowsmetres±0.15 m of soft relief, only inside powder zones
the valleythe whole widtha funnel rising 18 m by 150 m either side of the corridor, so the run has a middle

Mogul fields are their own noise band: outside one the bumps are gentle, inside one they grow into the small uncontrolled airs that the guide warns about. Hit a field fast and the board leaves the snow every crest.

The same slope at dusk, the sky orange at the horizon fading to deep blue
The slope at dusk. Time of day is a setting; the light on the snow comes from the sky dome itself.

What deepens

Difficulty is a property of the mountain, not of your run. It ramps with absolute descent, easing in between 300 m and 4 km below the start on a smooth curve — and because chunks persist across respawns and both racers derive the same world, nothing about it depends on how you got there. The first kilometre teaches the controls. The fourth is a different sport, and it keeps getting faster after that.

The regions

Over the depth curve the descent is cut into regions: bands along the fall line, each 550 to 1000 m long, drawn from the same hash as everything else so the sequence is part of the mountain. A region never repeats back to back, and the first is always OPEN SLOPES. A region does not change the ground — the height field, the ice and the powder are what they are — it re-weights what stands on it.

Hikers walk through most regions too — a 72 m line up the fall line inside a chunk, chosen where the scatter could put neither a tree nor a rock. A hiker climbs at 1.1 m/s, rests two seconds, walks back down at 1.5 m/s, rests, and climbs again; its place at any moment is a function of the path and the mountain's clock, so nothing about it depends on the client.

What lives on it

Trees, rocks and bushes are scattered per chunk from the same seed, never on ice, never in the takeoff path of a kicker or the run-in to a rail. A pine collides as a thin trunk with a wide canopy above: you can ride right past the trunk, and an airborne rider clips the canopy exactly where it looks solid. Rocks are low enough to jump. Kickers and rails spawn only near the main corridor and only where the ground is flat enough to ride onto cleanly, which is why they are rarer where the mountain is rougher — and why the odds are nudged up to compensate.

From about 900 m down, gondola lifts run beside the run: a glass terminal at the top, a line of steel towers carrying the rope over the trees, cabins riding it down one side, round the bullwheel in the bottom terminal and back up the other, a kilometre or two of it, then open mountain until the next line. A clearing is cut through the woods under each line. The towers and stations are as solid as a tree; the ropes and the cabins are overhead and never in your way. Where a line runs is part of the mountain, the same for everyone, and the cabins keep the same clock in a race.

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