Wavegrid is a modular laser grid controller for arrays of Laser Space Cannons on Global Truss F34 structures. It includes a grid state server, an artist-facing creative canvas, and OSC output adapters for BEYOND and FB4 hardware.
Grid size defaults to 7x7 (49 cannons) but is fully configurable for any layout.
The stack is three processes. The only dev-vs-prod difference is the UI: prod serves a Next.js production build (build:ui → start:ui) with NEXT_PUBLIC_SIMULATOR_URL baked in at build time; dev uses dev:ui with hot reload.
| Process | Script | Port | Role |
|---|---|---|---|
| Server | pnpm dev:server |
:3000 |
master controller / grid state engine |
| UI | pnpm dev:ui (dev) / pnpm start:ui (prod) |
:3003 |
artist UI |
| Receiver | pnpm dev:receiver |
— | brain → OSC to BEYOND |
For a prod-parity run on localhost (builds the UI, then boots all three in one terminal, Ctrl-C stops everything):
deploy/local.sh # build UI (prod) + start server + ui + receiver
deploy/local.sh --skip-build # reuse the last UI buildThen open http://localhost:3003. The receiver emits OSC only when BEYOND_HOST / ROUTING_CONFIG is set, so it's safe to run with no hardware attached.
pnpm install
pnpm test
pnpm build- Node.js 18+
- pnpm
| Package | Name | Description |
|---|---|---|
packages/server |
@wavegrid/server |
Grid state engine and master controller UI |
packages/ui |
@wavegrid/ui |
Next.js artist UI — Paint, Gradient, Drops, Motion, Scenes, Animations, Flags, Brightness, Audio |
packages/receiver |
wavegrid |
Receiver brain — LP filter, sine fallback, pluggable adapter pattern |
packages/osc |
@wavegrid/osc |
OSC output adapters for BEYOND and FB4 laser hardware |
packages/webgl |
@wavegrid/webgl |
Three.js 3D Civic Center viewer — volumetric laser beams, bloom, camera presets |
┌──────────────┐ ┌──────────────┐ ┌──────────────┐
│ UI │ ──ws──▶ │ Server │ ──ws──▶ │ Receiver │
│ (artist UI) │ ◀──ws── │ (state + LP) │ │ (brain) │
│ :3003 │ │ :3000 │ │ own LP │
└──────────────┘ └──────────────┘ │ sine fbk │
│ → hardware │
└──────────────┘
│
┌──────────────┐
│ @wavegrid/ │
│ osc │
│ → BEYOND │
│ → FB4 │
└──────────────┘
- Server — grid state engine with exponential low-pass filtering. Scenes, animations, ambient presets, idle timeout. Runs at 60fps, broadcasts only on change.
- UI — Next.js artist-facing creative instrument. Paint, Gradient, Drops, Motion, Scenes, Animations, Flags, Brightness, Audio. iPad-optimized touch UI.
- Receiver — the "brain" that controls physical hardware. Runs its own independent LP filter so output never jolts. On signal loss, smoothly transitions into ambient 3D sine waves. Pluggable input/output adapters.
- OSC — output adapters for Pangolin BEYOND and FB4 laser hardware. HSB-to-RGB color conversion, per-cannon routing via JSON config.
# Start the full stack (each in its own terminal)
pnpm dev:server # Server at :3000 (master controller)
pnpm dev:ui # UI at :3003 (artist UI)
pnpm dev:receiver # Receiver (brain)
# Optional
pnpm dev:webgl # 3D Civic Center viewer at :3004Everything defaults to 7x7 (49 cannons). Override with environment variables:
# 10x10 grid (100 cannons)
NUM_CANNONS=100 GRID_COLUMNS=10 pnpm dev:server
NUM_CANNONS=100 GRID_COLUMNS=10 pnpm dev:ui
NUM_CANNONS=100 GRID_COLUMNS=10 pnpm dev:receiverSplit the grid across multiple receivers when hardware limits apply:
# Laptop A (40 cannons)
SHARD_START=0 SHARD_END=39 pnpm dev:receiver
# Laptop B (9 cannons)
SHARD_START=40 SHARD_END=48 pnpm dev:receiverBoth connect to the same server. The UI stays unified.
The UI never sends OSC — only the Receiver talks to laser hardware:
┌──────────┐ HSB grid (WebSocket) ┌──────────┐ HSB grid (WebSocket) ┌──────────┐ OSC/UDP ┌──────────┐
│ UI │ ────────────────────────► │ Server │ ────────────────────────► │ Receiver │ ──────────► │ BEYOND │
│ (browser)│ │ :3000 │ │ (brain) │ │ (laser) │
└──────────┘ └──────────┘ └──────────┘ └──────────┘
Paints colors Broadcasts state Smooths + converts Drives
& scenes to all clients HSB → RGB/OSC hardware
- UI sends high-level grid state (HSB colors per cell) over WebSocket
- Server broadcasts that state to all connected WebSocket clients
- Receiver applies LP smoothing, converts HSB to the configured color format, and sends OSC messages over UDP to BEYOND
- The UI has no knowledge of OSC, projectors, or zones
For a live event where everything runs on a single machine at the venue:
pnpm dev:server # :3000 (master controller)
pnpm dev:ui # :3003 (artist UI)
pnpm dev:receiver # brain → hardwareiPads connect to http://<machine-ip>:3003 for the UI.
When the UI/Server run on a cloud server and the laser hardware is on-site:
┌───────────────────────────────────┐ ┌──────────────────────────────┐
│ Cloud Server │ │ On-Site (Pangolin PC) │
│ │ WebSocket │ │
│ Server (:3000) ◄─────────────┼──────────────┼── Receiver │
│ UI (:3003) │ │ │ │
│ │ │ ▼ OSC/UDP (localhost) │
│ Artists connect via browser │ │ BEYOND (:7001) │
└───────────────────────────────────┘ └──────────────────────────────┘
On the cloud server (e.g. DigitalOcean):
# Terminal 1 — Server (WebSocket grid state engine)
pnpm dev:server
# Terminal 2 — UI (Next.js, tells browsers where the server is)
NEXT_PUBLIC_SIMULATOR_URL=ws://203.0.113.50:3000 pnpm dev:uiReplace 203.0.113.50 with your server's public IP. Ensure ports 3000 and 3003 are open in the firewall.
On the Pangolin PC (on-site, Windows — same network as BEYOND):
PowerShell:
$env:SIMULATOR_URL = "ws://203.0.113.50:3000"
$env:BEYOND_HOST = "127.0.0.1"
$env:BEYOND_PORT = "7001"
$env:SHARD_START = "0"
$env:SHARD_END = "23"
$env:DEBUG_OSC = "1"
pnpm dev:receiverBash (Linux/macOS):
SIMULATOR_URL=ws://203.0.113.50:3000 \
BEYOND_HOST=127.0.0.1 \
BEYOND_PORT=7001 \
SHARD_START=0 \
SHARD_END=23 \
DEBUG_OSC=1 \
pnpm dev:receiverThe receiver connects outward to the cloud server and sends OSC locally to BEYOND. BEYOND_HOST=127.0.0.1 when BEYOND runs on the same machine; use the LAN IP if BEYOND is on a different box.
When a single BEYOND PC can't handle all 49 zones, split the grid across multiple machines using a routing config JSON file. One receiver dispatches OSC to multiple BEYOND targets over the LAN — no extra Node.js installs needed on the other machines.
┌──────────────────────────────┐
│ Receiver (one machine) │
│ │
│ reads routing.json │
│ ┌────────┐ ┌────────┐ │
│ │ grid │──►│ routed │ │
│ │ state │ │ output │ │
│ └────────┘ └───┬────┘ │
│ │ │
└───────────────────┼─────────┘
┌─────────┼─────────┐
▼ ▼
┌──────────────┐ ┌──────────────┐
│ BEYOND A │ │ BEYOND B │
│ .1.68:7001 │ │ .1.69:7001 │
│ zones 0–23 │ │ zones 0–24 │
└──────────────┘ └──────────────┘
Create a routing.json file (see examples/routing-two-beyond.json for a full 49-cannon example):
{
"targets": {
"beyond-a": { "type": "beyond", "host": "192.168.1.68", "port": 7001 },
"beyond-b": { "type": "beyond", "host": "192.168.1.69", "port": 7001 }
},
"flushHz": 30,
"cannons": [
{ "logical": 0, "target": "beyond-a", "projectorIndex": 0, "label": "row0 col0" },
{ "logical": 1, "target": "beyond-a", "projectorIndex": 1, "label": "row0 col1" },
...
{ "logical": 24, "target": "beyond-b", "projectorIndex": 0, "label": "row3 col3" },
{ "logical": 25, "target": "beyond-b", "projectorIndex": 1, "label": "row3 col4" },
...
]
}Each cannon entry maps a logical grid index to a target and zone index:
logical— grid cell index (0–48 for a 7×7 grid)target— name of a target defined intargetsprojectorIndex— the BEYOND zone index on that target (resets to 0 for each target)label— optional human-readable name for debuggingsafeDisabled— settrueto disable a cannon in software
Run with:
PowerShell (Windows):
$env:ROUTING_CONFIG = "routing.json"
$env:SIMULATOR_URL = "ws://203.0.113.50:3000"
$env:DEBUG_OSC = "1"
pnpm dev:receiverBash:
ROUTING_CONFIG=routing.json SIMULATOR_URL=ws://203.0.113.50:3000 DEBUG_OSC=1 pnpm dev:receiverThe startup banner will show: Routed OSC → [beyond-a, beyond-b]
Note: When using
ROUTING_CONFIG, do not setBEYOND_HOST— they are mutually exclusive.
The receiver sends 5 OSC messages per changed cannon: alpha (255 = full override) + red + green + blue (0–255) + Brightness (0–100). This requires BEYOND's RGBA panel to be enabled: Settings → Configuration → Live Control → Extra Controls → "Show R-G-B-A panel".
The UI has a login screen that protects access. Create a .users file in the repo root with one username:password per line:
cp .users.example .users
# Edit .users with real credentialsWhen .users exists and contains entries, the UI shows a login screen. When it's missing or empty, the UI is open (no login required).
The .users file is gitignored — only .users.example (with fake credentials) is tracked.
| Variable | Default | Description |
|---|---|---|
USERS_FILE |
../../.users |
Path to credentials file (UI only) |
SIMULATOR_URL |
ws://localhost:3000 |
WebSocket upstream for the receiver |
NEXT_PUBLIC_SIMULATOR_URL |
ws://localhost:3000 |
WebSocket URL the browser UI connects to |
BEYOND_HOST |
— | BEYOND PC IP (enables OSC output) |
BEYOND_PORT |
7001 |
BEYOND OSC receive port |
BEYOND_GRID_ORDER |
row |
Grid-to-zone mapping: row or column |
SHARD_START / SHARD_END |
— | Cannon index range for this receiver |
NUM_CANNONS |
49 |
Total cannons in grid |
GRID_COLUMNS |
7 |
Number of columns |
DEBUG_OSC |
— | Set to 1 to log every OSC message |
RECEIVER_ALPHA |
0.06 |
LP filter smoothing factor |
FALLBACK_DELAY |
3000 |
Ms before sine fallback on signal loss |
FB4_HOST / FB4_PORT |
— | FB4 device IP and port (default port 8000) |
ROUTING_CONFIG |
— | Path to JSON routing config file |
Built by the Constructive team — creators of modular Postgres tooling for secure, composable backends. If you like our work, contribute on GitHub.