diff --git a/ArrayUtils.hs b/ArrayUtils.hs
new file mode 100644
--- /dev/null
+++ b/ArrayUtils.hs
@@ -0,0 +1,12 @@
+-- License: GPL v2 or later
+
+module ArrayUtils (amapWithIxs, arraySize) where
+
+import Data.Array.IArray
+
+amapWithIxs :: (IArray a e, IArray a e', Ix i) => (i -> e -> e') -> a i e -> a i e'
+amapWithIxs f arr = array (bounds arr) (map (\i -> (i, f i (arr ! i))) (indices arr))
+
+arraySize :: (IArray a e) => a (Int,Int) e -> (Int,Int)
+arraySize arr = case bounds arr of ((x1,y1),(x2,y2)) -> (x2 - x1 + 1, y2 - y1 + 1)
+
diff --git a/COPYING b/COPYING
new file mode 100644
--- /dev/null
+++ b/COPYING
@@ -0,0 +1,674 @@
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+
+  15. Disclaimer of Warranty.
+
+  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
+
+            How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
diff --git a/Clock.hs b/Clock.hs
new file mode 100644
--- /dev/null
+++ b/Clock.hs
@@ -0,0 +1,15 @@
+-- License: GPL v2 or later
+
+module Clock (millisecondsNow) where
+import Data.Word (Word32)
+import System.Clock
+
+millisecondsNow :: IO Word32
+millisecondsNow = fmap timeSpecToMilliseconds (getTime Monotonic)
+
+timeSpecToMilliseconds :: (Integral i) => TimeSpec -> i
+-- We place these fromIntegrals being cautious about not overflowing where possible,
+-- for any i (timespec contains Ints, however oddly)
+timeSpecToMilliseconds t = (fromIntegral (sec t) * 1000)
+                           + fromIntegral (nsec t `div` 1000000)
+
diff --git a/Display.hs b/Display.hs
new file mode 100644
--- /dev/null
+++ b/Display.hs
@@ -0,0 +1,276 @@
+-- License: GPL v2 or later
+{-# LANGUAGE ForeignFunctionInterface #-}
+
+module Display(doDisplay, initDisplay) where
+
+import Graphics.UI.GLUT
+import qualified Sim
+import Data.Array.Unboxed
+import Data.Word(Word32)
+import Control.Monad(when, unless, liftM2, forM_)
+import System.Random
+import ArrayUtils (arraySize)
+import Foreign.Marshal.Array (withArray)
+import Foreign.Ptr (Ptr)
+import Foreign.C.Types (CFloat(CFloat))
+
+-- This C code is for speed.  I first wrote this code before vertex buffers
+-- even existed in the OpenGL standard (and before I knew about them);
+-- it's quite likely that modern GHC and OpenGL (ES) 2.0 could be plenty fast
+-- without using C code.
+foreign import ccall unsafe "foreignPollution" foreignPollution :: Word32 -> Ptr Double -> Word32 -> Word32 -> IO ()
+
+-- We don't use the Random instance of GLfloat (CFloat) directly
+-- because it uses realToFrac which might be slow.
+randomRIOGLF :: (Float, Float) -> IO GLfloat
+randomRIOGLF range_ = do
+  result <- randomRIO range_
+  return (CFloat result)
+
+initDisplay :: IO ()
+initDisplay = do
+	ortho2D 0 1 0 1
+	blend $= Enabled ; blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
+
+-- Possibly the three int-like arguments should be better distinguished
+-- or combined ("data TimeSituation"?) somehow.  Or even made into one
+-- value, simStepsSinceLastUpdate(Float), which could be used fine as a random
+-- seed (which ms is currently used for), most likely (just transform it appropriately).
+-- TODO.
+doDisplay :: Sim.World -> Int{-milliseconds per step-}
+	-> Word32{-current time-} -> Word32{-last update time-} -> IO ()
+doDisplay (Sim.World worldMap worldParticles worldCreatures worldPollution worldHour)
+  msPerStep ms lastUpdateTime = do
+	let simStepsSinceLastUpdate = fromIntegral (ms - lastUpdateTime) / fromIntegral msPerStep :: GLfloat
+	let ((minX,minY),(maxX,maxY)) = bounds worldMap
+	let (numX,numY) = (fromIntegral $ maxX + 1 - minX, fromIntegral $ maxY + 1 - minY)
+	let rotationReference = Vector3 0 0 1 :: Vector3 GLfloat
+	let distFromCenter = 0.5 :: GLfloat
+	let translatingTo :: Integral coord => (coord,coord) -> IO a -> IO a
+	    translatingTo (x,y) io = preservingMatrix $ do
+			translate (Vector3 (fromIntegral x + distFromCenter) (fromIntegral y + distFromCenter) 0 :: Vector3 GLfloat)
+			io
+	preservingMatrix $ do
+		scale (recip numX) (recip numY :: GLfloat) 1
+		-- draw the floors
+		--timeL "flor" $ 
+		renderPrimitive Quads $ forM_ (assocs worldMap) $ \ ((x,y), _maybeMachine) -> do
+			let (x',y') = (fromIntegral x :: GLfloat, fromIntegral y :: GLfloat)
+			color (Color3 0.50 0.50 0.60 :: Color3 GLfloat); vertex (Vertex2  x'     y'    )
+			color (Color3 0.45 0.55 0.45 :: Color3 GLfloat); vertex (Vertex2 (x'+1)  y'    )
+			color (Color3 0.60 0.60 0.50 :: Color3 GLfloat); vertex (Vertex2 (x'+1) (y'+1) )
+			color (Color3 0.40 0.35 0.40 :: Color3 GLfloat); vertex (Vertex2  x'    (y'+1) )
+		-- draw the creatures (what about multiple creatures in the same place?
+		-- I guess one just gets drawn first, then the next...)
+		--timeL "cret" $ 
+		forM_ worldCreatures $ \ (loc, creature) -> translatingTo loc $ do
+		    case creature of
+			Sim.Water _rng -> do
+				color (Color4 0.4 0.5 0.9 0.6 :: Color4 GLfloat)
+				renderPrimitive Quads $ do
+					let shortDist = 0.5 :: GLfloat
+					let longDist = 0.5 :: GLfloat
+					vertex $ Vertex2 (-longDist) (-shortDist)
+					vertex $ Vertex2 ( longDist) (-shortDist)
+					vertex $ Vertex2 ( longDist) ( shortDist)
+					vertex $ Vertex2 (-longDist) ( shortDist)
+			Sim.Creature { Sim.creatureEnergy = energy } -> do
+				renderPrimitive Quads $ do
+					let legSpread = 0.35 :: GLfloat
+					let legHeight = -0.4 :: GLfloat
+					let waistSpread = 0.2 :: GLfloat
+					let waistHeight = 0 :: GLfloat
+					let armSpread = 0.3 :: GLfloat
+					let shoulderSpread = 0.2 :: GLfloat
+					let neckSpread = 0.1 :: GLfloat
+					let neckHeight = 0.2 :: GLfloat
+					let headHeight = 0.45 :: GLfloat
+					let headSpread = 0.2 :: GLfloat
+					color (Color3 0.5 0.5 (0.7 + realToFrac energy / 20) :: Color3 GLfloat)
+					vertex $ Vertex2 (-legSpread) (legHeight)
+					vertex $ Vertex2 ( legSpread) (legHeight)
+					vertex $ Vertex2 ( waistSpread) (waistHeight)
+					vertex $ Vertex2 (-waistSpread) (waistHeight)
+					color (Color3 0.4 0.9 0.6 :: Color3 GLfloat)
+					vertex $ Vertex2 (-armSpread) (waistHeight)
+					vertex $ Vertex2 ( armSpread) (waistHeight)
+					vertex $ Vertex2 ( shoulderSpread) (neckHeight)
+					vertex $ Vertex2 (-shoulderSpread) (neckHeight)
+					color (Color3 0.9 0.7 0.5 :: Color3 GLfloat)
+					vertex $ Vertex2 (-neckSpread) (neckHeight)
+					vertex $ Vertex2 ( neckSpread) (neckHeight)
+					vertex $ Vertex2 ( headSpread) (headHeight)
+					vertex $ Vertex2 (-headSpread) (headHeight)
+		-- draw the particles (what relation to machines? what about the dangerous particles?)
+		--timeL "part" $ 
+		forM_ worldParticles $ \ (loc, Sim.Particle dir pType) -> translatingTo loc $ do
+		    rotate (Sim.dirAngle dir) rotationReference
+		    translate (Vector3 (simStepsSinceLastUpdate) 0 0)
+		    --hmm, could separate list by particle-type and
+		    --encompass more with each renderPrimitive...
+		    case pType of
+		    	Sim.Energy strength -> do
+				color (Color4 0.9 0.9 0.2 (log $ fromIntegral strength) :: Color4 GLfloat)
+				renderPrimitive Quads $ do
+					let shortDist = 0.15 :: GLfloat
+					let longDist = 0.25 :: GLfloat
+					vertex $ Vertex2 (-longDist) (-shortDist)
+					vertex $ Vertex2 ( longDist) (-shortDist)
+					vertex $ Vertex2 ( longDist) ( shortDist)
+					vertex $ Vertex2 (-longDist) ( shortDist)
+			-- could draw this after the machines...
+			Sim.Chaos _rng -> do
+				let
+					io :: IO ()
+					io = do
+						alpha1 <- randomRIOGLF (0.7,1.0)
+						color (Color4 0.7 0.2 0.7 alpha1 :: Color4 GLfloat)
+						let randPos = randomRIOGLF (-0.5, 0.5)
+						let randVertex = vertex =<< liftM2 Vertex2 randPos randPos
+						randVertex ; randVertex ; randVertex
+						randVal <- randomRIO (1, 10 :: Int)
+						unless (randVal == 1) io
+				renderPrimitive Triangles $ io
+		
+		-- draw the machines
+		--timeL "mach" $ 
+		forM_ [(l,m) | (l,Just m) <- assocs worldMap] $ \ (loc,machine) -> translatingTo loc $ do
+		    case machine of
+			Sim.Generator dir energy -> do
+				rotate (Sim.dirAngle dir) (Vector3 0 0 1 :: Vector3 GLfloat)
+				renderPrimitive Quads $ do
+					let dist = 0.3 :: GLfloat
+					color (Color3 0.6 0.6 0.6 :: Color3 GLfloat)
+					vertex $ Vertex2 (-dist) (-dist)
+					vertex $ Vertex2 ( dist) (-dist)
+					vertex $ Vertex2 ( dist) ( dist)
+					vertex $ Vertex2 (-dist) ( dist)
+					let shortDist = 0.1 :: GLfloat
+					let yellow = fromIntegral energy / 10
+					color (Color3 yellow yellow 0.0 :: Color3 GLfloat)
+					vertex $ Vertex2 (-shortDist) (-shortDist)
+					vertex $ Vertex2 ( dist) (-shortDist)
+					vertex $ Vertex2 ( dist) ( shortDist)
+					vertex $ Vertex2 (-shortDist) ( shortDist)
+			Sim.Mirror mdir lSilvered rSilvered -> do
+				rotate (case mdir of { Sim.NW_SE -> 0; Sim.SW_NE -> -90 } :: GLfloat) rotationReference
+				let
+					dist = 0.25 :: GLfloat
+					silverDepth = 0.07 -- orthogonal, in both directions
+				renderPrimitive Quads $ do
+					color (Color3 0.9 0.9 0.9 :: Color3 GLfloat)
+					vertex $ Vertex2 (-dist) (distFromCenter)
+					vertex $ Vertex2 (distFromCenter) (-dist)
+					vertex $ Vertex2 (dist) (-distFromCenter)
+					vertex $ Vertex2 (-distFromCenter) (dist)
+					
+					color (Color3 0.7 0.7 0.8 :: Color3 GLfloat)
+					when lSilvered $ do
+						vertex $ Vertex2 (-(distFromCenter-silverDepth)) (dist+silverDepth)
+						vertex $ Vertex2 (dist+silverDepth) (-(distFromCenter-silverDepth))
+						vertex $ Vertex2 (dist) (-distFromCenter)
+						vertex $ Vertex2 (-distFromCenter) (dist)
+					
+					when rSilvered $ do
+						vertex $ Vertex2 (-dist) (distFromCenter)
+						vertex $ Vertex2 (distFromCenter) (-dist)
+						vertex $ Vertex2 (distFromCenter-silverDepth) (-(dist+silverDepth))
+						vertex $ Vertex2 (-(dist+silverDepth)) (distFromCenter-silverDepth)
+			Sim.Greenery -> do
+				renderPrimitive Polygon $ do
+					color (Color3 0.2 0.9 0.3 :: Color3 GLfloat)
+					vertex $ Vertex2 (-0.3) (0.2 :: GLfloat)
+					vertex $ Vertex2 (0) (distFromCenter)
+					vertex $ Vertex2 (0.3) (0.2 :: GLfloat)
+					vertex $ Vertex2 (0.5) (-0.3 :: GLfloat)
+					vertex $ Vertex2 (0.3) (-0.4 :: GLfloat)
+					vertex $ Vertex2 (0.1) (-0.35 :: GLfloat)
+					vertex $ Vertex2 (-0.1) (-0.35 :: GLfloat)
+					vertex $ Vertex2 (-0.3) (-0.4 :: GLfloat)
+					vertex $ Vertex2 (-0.5) (-0.3 :: GLfloat)
+				renderPrimitive Triangles $ do
+					color (Color3 0.6 0.4 0.3 :: Color3 GLfloat)
+					let trunkWidth = 0.1 :: GLfloat
+					let trunkY = 0.25 :: GLfloat
+					vertex $ Vertex2 (0) (trunkY)
+					vertex $ Vertex2 (trunkWidth) (-distFromCenter)
+					vertex $ Vertex2 (-trunkWidth) (-distFromCenter)
+					let branchTipY = -0.1 :: GLfloat
+					let branchTipX = 0.25 :: GLfloat
+					let branchStartHigh = -0.3 :: GLfloat
+					let branchStartLow = -0.4 :: GLfloat
+					vertex $ Vertex2 (0) (branchStartHigh)
+					vertex $ Vertex2 (branchTipX) (branchTipY)
+					vertex $ Vertex2 (0) (branchStartLow)
+
+					vertex $ Vertex2 (0) (branchStartHigh)
+					vertex $ Vertex2 (-branchTipX) (branchTipY)
+					vertex $ Vertex2 (0) (branchStartLow)
+			Sim.Storm energy _rng -> do
+				let
+					io :: Double -> Int -> IO ()
+					io amount side = do
+						alpha1 <- randomRIOGLF (0.7,1.0)
+						color (Color4 0.4 0.3 0.7 alpha1 :: Color4 GLfloat)
+						let randPos a b = randomRIOGLF (a, b)
+						let randVertex = [
+							vertex =<< liftM2 Vertex2 (randPos 0 0.5) (randPos (-0.5) 0.5),
+							vertex =<< liftM2 Vertex2 (randPos (-0.5) 0) (randPos (-0.5) 0.5),
+							vertex =<< liftM2 Vertex2 (randPos (-0.5) 0.5) (randPos 0 0.5),
+							vertex =<< liftM2 Vertex2 (randPos (-0.5) 0.5) (randPos (-0.5) 0)]
+							 !! side
+						randVertex ; randVertex ; randVertex
+						unless (amount < 0) ( io (amount - 1) ( (side + 1) `mod` 4 ) )
+				renderPrimitive Triangles $ io ((energy+2) * 4) 0
+			Sim.Mountain -> do
+				-- How about shadows i.e. "The sun rises in the east"?
+				renderPrimitive Triangles $ do
+					let width = 0.3 :: GLfloat
+					let height = 0.4 :: GLfloat
+					let offsetX = 0.15 :: GLfloat
+					let offsetY = 0.35 :: GLfloat
+					color (Color3 0.45 0.4 0.35 :: Color3 GLfloat)
+					vertex $ Vertex2 ((-width)-offsetX) (offsetY-0.1)
+					vertex $ Vertex2 (-offsetX) (height+offsetY-0.1)
+					vertex $ Vertex2 (width-offsetX) (offsetY-0.1)
+					color (Color3 0.25 0.2 0.15 :: Color3 GLfloat)
+					vertex $ Vertex2 ((-width)+offsetX) (offsetY)
+					vertex $ Vertex2 (offsetX) (height+offsetY)
+					vertex $ Vertex2 (width+offsetX) (offsetY)
+					color (Color3 0.35 0.4 0.45 :: Color3 GLfloat)
+					vertex $ Vertex2 (-width) (0)
+					vertex $ Vertex2 (0) (height)
+					vertex $ Vertex2 (width) (0)
+					color (Color3 0.2 0.2 0.2 :: Color3 GLfloat)
+					vertex $ Vertex2 ((-width)-offsetX) (-offsetY)
+					vertex $ Vertex2 (-offsetX) (height-offsetY)
+					vertex $ Vertex2 (width-offsetX) (-offsetY)
+					color (Color3 0.3 0.4 0.3 :: Color3 GLfloat)
+					vertex $ Vertex2 ((-width)+offsetX) ((-offsetY)+0.05)
+					vertex $ Vertex2 (offsetX) ((height-offsetY)+0.05)
+					vertex $ Vertex2 (width+offsetX) ((-offsetY)+0.05)
+			Sim.Riverbed{} -> error "Unimplemented yet"
+
+		-- draw the pollution!
+		-- (the 'resolution' should depend on windowsize / (i.e.?) number of places displayed)
+		-- currently just 5x5 per place though
+		-- should it be invisible where really low?
+		do
+			let (width, height) = arraySize worldPollution
+			-- marshalling takes about 1 ms by last measurement
+			withArray (elems worldPollution) (\cArr -> foreignPollution ms cArr (fromIntegral width) (fromIntegral height))
+		-- draw the night-time! (er.) (HACK!!!)
+		do
+			let dayFraction = case worldHour of Sim.WorldHour h -> (realToFrac h + simStepsSinceLastUpdate) / realToFrac Sim.dayLength
+			let dayLight = if dayFraction >= 0.5 then 0 else sin (dayFraction * pi * 2)
+			let nightMasking = (1 - dayLight) / 2 /10--since it doesn't do anything
+			color (Color4 0.1 0.1 0.3 nightMasking :: Color4 GLfloat)
+			renderPrimitive Quads $ do
+				vertex $ Vertex2 0 (0::GLfloat)
+				vertex $ Vertex2 numX (0::GLfloat)
+				vertex $ Vertex2 numX numY
+				vertex $ Vertex2 0 numY
+
+	swapBuffers
+	reportErrors
+
diff --git a/Main.hs b/Main.hs
new file mode 100644
--- /dev/null
+++ b/Main.hs
@@ -0,0 +1,117 @@
+-- License: GPL v2 or later
+
+module Main(main) where
+
+import Graphics.UI.GLUT
+import Data.IORef
+import qualified Sim
+import System.Random
+import Control.Monad
+import Data.Array.IArray
+import Data.Word(Word32)
+import Control.Arrow( (***) )
+import System.Console.GetOpt
+
+import qualified Display(doDisplay, initDisplay)
+import ArrayUtils (arraySize)
+import Clock (millisecondsNow)
+
+data Flag = MillisecondsPerStep Int
+
+defaultMillisecondsPerStep :: Int
+defaultMillisecondsPerStep = 500
+
+options :: [OptDescr Flag]
+options = [
+	Option "s" ["milliseconds-per-step","ms/st"]
+		(ReqArg (MillisecondsPerStep . read) "TIME")
+		("Amount of TIME between simulation steps (default "
+		  ++ show defaultMillisecondsPerStep ++ ")")
+	]
+
+doTimedStuff :: IORef (Sim.World,Word32) -> IO ()
+doTimedStuff worldRef = do
+	ms <- millisecondsNow
+	modifyIORef worldRef (Sim.simulate *** const ms)
+
+doIdleStuff :: Int -> IORef (Sim.World,Word32) -> IO ()
+doIdleStuff msPerStep worldRef = doDisplayCallback msPerStep worldRef
+
+randomRNGs :: RandomGen g => g -> [g]
+randomRNGs rng = rng1 : randomRNGs rng2
+	where (rng1,rng2) = split rng
+
+
+initialWorld :: StdGen -> Sim.World
+initialWorld g =
+	let
+		bound = ((0,0),(15,15))
+	in Sim.World (
+	    listArray bound $ map (\rng -> let (r,rng') = randomR (0,99) rng in
+		if r < 4 then Just $ Sim.Generator (toEnum r) 5
+		else if r < 16 then Just $ Sim.Mirror (toEnum (r `mod` 2)) (r<12) (r>=8)
+		else if r < 25 then Just Sim.Greenery
+		else if r < 27 then Just $ Sim.Storm 2 rng'
+		else if r < 40 then Just Sim.Mountain
+		else Nothing
+		) $ randomRNGs g
+	) (
+	    []
+	) (
+	    [((6,6), Sim.Creature 4 g)]
+	) (
+	    listArray bound (repeat 0)
+	) (
+	    Sim.WorldHour 0
+	)
+
+main :: IO ()
+main = do
+	firstWorld <- liftM initialWorld newStdGen
+	worldRef <- newIORef (firstWorld,0)
+	initialDisplayMode $= [DoubleBuffered]
+	initialWindowSize $= Size 600 600
+	(_programName, args) <- getArgsAndInitialize
+	let (opts, _nonopts, optErrors) = getOpt Permute options args
+	when (not (null optErrors)) (putStrLn "do something smarter than printing these errors?" >> mapM_ putStrLn optErrors)
+	let msPerStep = case reverse [m | MillisecondsPerStep m <- opts] of
+		(m:_) -> m
+		[] -> defaultMillisecondsPerStep
+	(let triggerTimer = addTimerCallback msPerStep (doTimedStuff worldRef >> triggerTimer)
+         in triggerTimer)
+--noooo! don't redisplay at 600framespersecond just because you can!
+--	idleCallback $= Just (doIdleStuff msPerStep worldRef)
+--	let's say we want 30 fps, way faster than anything changes anyway
+--	1000ms / 30 approx= 30
+	(let redisplayTimer = addTimerCallback 30 (doIdleStuff msPerStep worldRef >> redisplayTimer)
+	 in redisplayTimer)
+	actionOnWindowClose $= MainLoopReturns
+	-- ^ it seems to help GHC emit profiling information
+	_window <- createWindow "simulation"; do
+		Display.initDisplay
+		displayCallback $= doDisplayCallback msPerStep worldRef
+		keyboardMouseCallback $= Just (clickCallback (readIORef worldRef))
+	mainLoop
+
+clickCallback :: IO (Sim.World,Word32) -> Key -> KeyState -> Modifiers -> Position -> IO ()
+clickCallback getWorld (MouseButton MiddleButton) Down _mods pos = do
+	--never mind being a useful gui-interface at the moment
+	(x,y) <- positionToZeroOneRange pos  -- annoying. the window could theoretically have been resized by now.
+	(Sim.World machines _particles _creatures pollutions _hour, _) <- getWorld
+	let (width,height) = arraySize machines
+	let loc = (truncate (x * fromIntegral width), truncate (y * fromIntegral height))
+	putStrLn $ show loc ++ ":\n\t" ++ show (machines!loc) ++ "\n\tPollution: " ++ show (pollutions!loc)
+clickCallback _ _ _ _ _ = return ()
+
+positionToZeroOneRange :: Position -> IO (Double,Double)
+positionToZeroOneRange (Position x y) = get viewport >>=
+	\(Position minX minY, Size sizeX sizeY) -> return
+		(fromIntegral (x - minX) / fromIntegral sizeX,
+		 fromIntegral (fromIntegral sizeY - (y - minY) {-stupid GLUT difference of *origin* to OpenGL-}) / fromIntegral sizeY)
+
+doDisplayCallback :: Int -> IORef (Sim.World,Word32) -> IO ()
+doDisplayCallback msPerStep worldRef = do
+	ms <- millisecondsNow
+	(world, lastUpdateTime) <- readIORef worldRef
+	Display.doDisplay world msPerStep ms lastUpdateTime
+
diff --git a/Pollutocracy.cabal b/Pollutocracy.cabal
new file mode 100644
--- /dev/null
+++ b/Pollutocracy.cabal
@@ -0,0 +1,33 @@
+name: Pollutocracy
+version: 1.0
+synopsis: An imaginary world
+description: This is a simulated world I invented.
+  It has pollution and energy and trees and mountains
+  and chaos storms.  It is randomly generated and
+  non-interactive at present.
+author: Isaac Dupree
+maintainer: Isaac Dupree <antispam@idupree.com>
+category: Game
+license: GPL
+license-file: COPYING
+build-type: Simple
+cabal-version: >= 1.6
+
+-- Without this extra-source-files, `cabal sdist` doesn't include this header
+-- that the .c includes; see e.g. this message for suggesting this workaround:
+-- "cabal sdist doesn't include c headers",
+-- http://osdir.com/ml/libraries@haskell.org/2010-01/msg00007.html
+extra-source-files: foreignPollution.h
+
+source-repository head
+  type:     git
+  location: https://github.com/idupree/Pollutocracy.git
+
+executable Pollutocracy
+  main-is: Main.hs
+  build-depends: base < 6, array, random, GLUT, clock
+  includes: foreignPollution.h
+  c-sources: foreignPollution.c
+  cc-options: -Wall
+  ghc-options: -Wall
+  other-modules: ArrayUtils, Clock, Display, Sim
diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,2 @@
+import Distribution.Simple
+main = defaultMain
diff --git a/Sim.hs b/Sim.hs
new file mode 100644
--- /dev/null
+++ b/Sim.hs
@@ -0,0 +1,315 @@
+-- License: GPL v2 or later
+
+module Sim (simulate, World(..), Machine(..), Particle(..), ParticleType(..), Creature(..), Dir(..), MirrorDir(..), dirAngle, WorldHour(..){-hmm-}, hourFraction, dayLength) where
+
+-- Generators emit pollution, as well as bolts of energy that
+-- bounce off mirrors and can energize other generators.
+--
+-- Mountains get in the way.
+--
+-- Trees absorb pollution.
+--
+-- Chaos-storms emit chaos, which changes these "machines" randomly
+-- into other types of "machines", and water, which for some odd
+-- reason is attracted to pollution yet destroyed by bolts of energy.
+--
+-- (The reason is obviously that I wanted to see what it would be like
+-- if I had something be affected by pollution in some nontrivial way.
+-- Or that I wanted flowing rivers that go in a direction!)
+
+-- The guy wanders around mostly randomly and usually dies pretty soon.
+-- Pay him/her no mind. (constructor "Creature")
+
+import Data.Array.Unboxed
+import Data.List (genericLength, unzip4, maximumBy)
+import Data.Ord (comparing)
+import Data.Maybe (isJust)
+import System.Random
+
+-- (TODO: Maybe use DiffArray or some modern data structure?)
+type WholeMap = Array Loc
+type SparseMultiMap a = [(Loc,a)]
+
+type Loc = (Int,Int)
+type Offset = (Int,Int) -- (not) aka dir
+type WorldMap = WholeMap (Maybe Machine)
+type WorldMovers = SparseMultiMap Particle
+type WorldCreatures = SparseMultiMap Creature
+type Pollution = Double
+type WorldPollution = UArray Loc Pollution
+newtype WorldHour = WorldHour Int
+data World = World
+	{ worldMap :: WorldMap
+	, worldParticles :: WorldMovers
+	, worldCreatures :: WorldCreatures
+	, worldPollution :: WorldPollution
+	, worldHour :: WorldHour
+	}
+data Dir = North | East | South | West
+	deriving (Enum,Bounded,Show)
+data MirrorDir = NW_SE | SW_NE
+	deriving (Enum,Show)
+-- member names:
+-- `m'nName where n is the initial of the constructor,
+-- or `_' if it may be applicable to multiple constructors
+data Machine
+	= Generator { m_Dir :: Dir, m_Energy :: Int }
+	| Mirror { mMDir :: MirrorDir, mMLeftSilvered, mMRightSilvered :: Bool }
+	| Greenery {  }
+	| Storm { mSEnergy :: Double, m_RNG :: StdGen }
+	| Mountain {  }
+	| Riverbed { mRDepth :: Int }
+	deriving (Show)
+{-instance Show Machine where
+	show (Generator{}) = "G"
+	show (Mirror{}) = "M"-}
+data Particle = Particle Dir ParticleType
+data ParticleType
+	= Energy Int  -- where Int strength > 0
+	| Chaos StdGen
+data Creature
+	-- Energy system like Angband; only normally move every 10 energy,
+	-- but may communicate quicker.
+	= Creature { creatureEnergy :: Double, creatureRNG :: StdGen }
+	| Water { creatureRNG :: StdGen }
+
+-- OpenGL uses degrees, and that's what this is used for, so use degrees.
+dirAngle :: Num{-Floating-} a => Dir -> a
+dirAngle East = 0 --0
+dirAngle North = 90 --pi * 0.5
+dirAngle West = 180 --pi
+dirAngle South = 270 --pi * 1.5
+
+dirOffset :: Dir -> Offset
+dirOffset North = (0,1)
+dirOffset South = (0,-1)
+dirOffset East = (1,0)
+dirOffset West = (-1,0)
+
+shiftByOffset :: Offset -> Loc -> Loc
+shiftByOffset (dx,dy) (x,y) = (x+dx,y+dy)
+
+shift :: Dir -> Loc -> Loc
+shift = shiftByOffset . dirOffset
+
+particleMove :: (Loc,Particle) -> (Loc,Particle)
+particleMove (loc,p@(Particle dir _)) = (shift dir loc,p)
+
+mirrorSilveredWhenGoingDirection :: Machine{-Mirror-} -> Dir -> Bool
+mirrorSilveredWhenGoingDirection mir@(Mirror {}) dir =
+	(case mMDir mir of
+		NW_SE -> case dir of
+			North -> mMLeftSilvered
+			East -> mMLeftSilvered
+			South -> mMRightSilvered
+			West -> mMRightSilvered
+		SW_NE -> case dir of
+			South -> mMLeftSilvered
+			East -> mMLeftSilvered
+			North -> mMRightSilvered
+			West -> mMRightSilvered
+	) mir
+mirrorSilveredWhenGoingDirection machine dir =
+	error ( "BUG! mirrorSilveredWhenGoingDirection should not be" ++
+		" called with a non-mirror, namely " ++ show machine ++
+		" (with dir = " ++ show dir ++ ")" )
+
+mirror :: MirrorDir -> Dir -> Dir
+mirror NW_SE North = West
+mirror NW_SE West  = North
+mirror NW_SE South = East
+mirror NW_SE East  = South
+mirror SW_NE North = East
+mirror SW_NE East  = North
+mirror SW_NE South = West
+mirror SW_NE West  = South
+
+orthogonalNeighborLocsWithin :: (Loc,Loc) -> Loc -> [Loc]
+orthogonalNeighborLocsWithin bound center =
+	filter (inRange bound) $ map (flip shift center) [North,East,South,West]
+	
+-- don't yet use a monad; see how this goes
+-- hmm, randomness can wait too
+simMachine ::
+	WorldMap -> Array Loc [Particle] -> Array Loc [Creature] -> WorldPollution
+	-> Loc -> Maybe Machine
+	-> (Maybe Machine, [Particle], [Creature], Pollution)
+simMachine terrainMap particleMap creatureMap pollutionMap loc maybeMachine =
+  case maybeMachine of
+    Nothing -> (Nothing, pHere, cHere, defaultNewPollution)
+    (Just m) ->
+	-- If a chaos particle hits a machine, that mutates the machine
+	-- rather than the machine here doing anything this turn.
+	let
+		chaosRNGs = [rng | Particle _ (Chaos rng) <- pHere]
+		chaoslyRandomMachine :: StdGen -> Machine
+					-- could also return next g
+		chaoslyRandomMachine rng = let (r,rng') = randomR (0,28) rng in
+			if r < 4 then Generator (toEnum r) 5
+			else if r < 16 then Mirror (toEnum (r `mod` 2)) (r<12) (r>=8)
+			else if r < 20 then Storm (fromIntegral r - 16) rng'
+			else if r < 25 then Greenery
+			else Mountain  -- should chaos create/destroy MOUNTAINS???
+	in if not (null chaosRNGs) then
+		(Just $ chaoslyRandomMachine $ head chaosRNGs,
+		 [], cHere, defaultNewPollution + 3)
+	else
+      case m of
+	-- Generators generate energy over time (and when an energy particle
+	-- hits them), and every time they have enough energy stored,
+	-- they emit an energy particle using that energy.
+	-- It's a pretty efficient generator: 80% efficiency.
+	Generator dir energy -> if energy >= 5
+		then (Just $ m {m_Energy = energy - 5 + particleEnergyHere},
+		      [Particle dir (Energy 4)], cHere, defaultNewPollution + 1)
+		else (Just $ m {m_Energy = energy + 1 + particleEnergyHere },
+		      [], cHere, defaultNewPollution)
+	Mirror mdir _ _ -> (Just m,
+			    map (\p@(Particle pdir ptype) ->
+					if mirrorSilveredWhenGoingDirection m pdir
+					then Particle (mirror mdir pdir) (ptype)
+					else p)
+				pHere,
+			    cHere,
+			    defaultNewPollution)
+	-- Greenery absorbs pollution by letting pollution diffuse into it
+	-- and then remaining unpolluted.
+	-- It's a bit powerful pollution remover at the moment,
+	-- but non-invasive; seems nice in practice.
+	Greenery -> (Just m, pHere, cHere, 0)
+	-- Storms are strange.
+	-- They randomly absorb or emit pollution.
+	-- Absorbing pollution decreases their energy,
+	--   and emitting increases their energy.
+	-- Storms emit "chaos", which travels in a direction
+	-- until it hits something and mutates it, and "water",
+	-- which is a Creature that follows pollution.  These
+	-- emissions depend on the storm's energy and on chance.
+	Storm energy rng ->
+		if newEnergy > today'sChaosParticleThreshold
+		then (Just $ Storm 0 rng_storm,
+		      [newChaos], newWater:cHere, newPollution)
+		else if newEnergy < 16
+		then (Just $ Storm newEnergy rng_storm,
+		      [], newWater:cHere, newPollution)
+		else (Nothing,
+		      [newChaos], cHere, newPollution + 3)
+	    where
+		(rng_storm, rng2) = split rng
+		(today'sChaosParticleThreshold, rng3) = randomR (5,17) rng2
+		(rawPollutionEffect, rng4) = randomR (-0.4,0.4) rng3
+		(newChaos'sDirection,rng5) = randomDir rng4
+		newChaos'sRNG = rng5
+		randomDir :: (RandomGen g) => g -> (Dir, g)
+		randomDir rng_1 = let (dirN, rng_2) = randomR (0,3) rng_1 in (toEnum dirN, rng_2)
+		newEnergy = energy + fromIntegral particleEnergyHere + pollutionEffect
+		pollutionEffect = max (-defaultNewPollution) rawPollutionEffect
+		newPollution = pollutionEffect + defaultNewPollution
+		newChaos = Particle newChaos'sDirection (Chaos newChaos'sRNG)
+		newWater = (Water newChaos'sRNG)--hack: sharing RNG?
+	-- Mountains just sit there and get in the way of everything.
+	-- (Perhaps they could occasionally produce rain?)
+	Mountain -> (Just m, [], cHere, 0)
+	-- (Riverbeds are an unused constructor currently.)
+	Riverbed {} -> (Just m, [], cHere, 0)
+  where
+	pHere = particleMap ! loc
+	cHere = creatureMap ! loc
+	particleEnergyHere = sum [e | Particle _ (Energy e) <- pHere]
+	-- Pollution diffusion:
+	-- should edges of the map be dissipated off of?
+	-- should there be any decrease in total?
+	-- wind?! diagonals?
+	pollutionHere = pollutionMap ! loc
+	defaultNewPollution = let
+		neighborLocs = orthogonalNeighborLocsWithin (bounds pollutionMap) loc
+		significantNeighborLocs = filter (\l -> case terrainMap!l of
+			Just Mountain -> False; _ -> True) neighborLocs
+		neighborPollutions = map (pollutionMap !) significantNeighborLocs
+		pollutionKept = pollutionHere *
+			(1 - transferFraction*genericLength significantNeighborLocs)
+		pollutionTaken = sum $ map (* transferFraction) neighborPollutions
+		transferFraction = 1/16
+		in pollutionKept + pollutionTaken
+
+simMachine' ::
+	WorldMap -> Array Loc [Particle] -> Array Loc [Creature] -> WorldPollution
+	-> Loc -> Maybe Machine
+	-> (Maybe Machine, [(Loc,Particle)], [(Loc,Creature)], Pollution)
+simMachine' wm pm cm polluMap loc mm =
+	let (res1,res2,res3,res4) = simMachine wm pm cm polluMap loc mm
+	in (res1, map ((,) loc) res2, map ((,) loc) res3, res4)
+
+creatureMove :: WorldMap -> Array Loc [Particle] -> Array Loc [Creature] -> WorldPollution -> Loc -> Creature -> (Loc,Creature)
+creatureMove machineMap particleMap _creatureMap pollutionMap loc creature =
+	let
+		(rng_pollutionEntropy, rng_creature) = split (creatureRNG creature)
+		movetoAble l = inRange (bounds machineMap) l &&
+			case machineMap ! l of
+				Nothing -> True
+				Just (Generator{}) -> True
+				_ -> False
+		choices = filter movetoAble $
+			orthogonalNeighborLocsWithin (bounds machineMap) loc
+		rawDraws = map (\l -> (pollutionMap ! l, l)) choices
+		pollutionTweaks = randomRs (0, 0.1) rng_pollutionEntropy
+		perceivedDraws = zipWith (\ (p,l) t -> (p+t, l)) rawDraws pollutionTweaks
+		--tie? arbitrary winner! more pollution is better for water!
+		best = maximumBy (comparing fst) perceivedDraws
+		loc' = snd best
+		newCreature = (loc', creature {creatureRNG = rng_creature})
+		--water is killed by all particles!!!!(so is GUY.)
+		die = null choices ||
+			not (null (particleMap ! loc)) ||
+			not (null (particleMap ! loc')) ||
+			isJust (machineMap ! loc')
+		-- HACK method to delete the creature:
+		nobody = ((-100000,-100000),
+			  creature {creatureRNG = rng_creature})
+	in if die then nobody else newCreature
+
+
+simulate :: World -> World
+simulate (World oldMap oldParticles oldCreatures oldPollution oldHour) = let
+	worldBounds = bounds oldMap
+	particleArray = accumArray (flip (:)) [] worldBounds
+		$ filter (inRange worldBounds . fst)
+		$ map (particleMove) oldParticles
+	oldCreatureArray = accumArray (flip (:)) [] worldBounds oldCreatures
+	newCreatureArray = accumArray (flip (:)) [] worldBounds
+		$ filter (inRange worldBounds . fst)
+		$ map (uncurry (creatureMove oldMap particleArray
+				oldCreatureArray oldPollution)) oldCreatures
+	results = map (uncurry (simMachine' oldMap particleArray
+				newCreatureArray oldPollution)) (assocs oldMap)
+			--mapArrayWithIndices (simMachine w particleArray) w
+	(machines,newParticle'ss,newCreature'ss,pollutions) = unzip4 results
+	newParticles = concat newParticle'ss
+	newCreatures = concat newCreature'ss
+	newMap = listArray worldBounds machines
+	newPollutions = listArray worldBounds pollutions  -- this assumes pollution and map have same bounds
+	newHour = hourMove oldHour
+	in World newMap newParticles newCreatures newPollutions newHour
+
+
+-- | in range [0,1)
+hourFraction :: WorldHour -> Rational
+hourFraction (WorldHour n) = realToFrac n / realToFrac dayLength
+
+hourMove :: WorldHour -> WorldHour
+hourMove (WorldHour oldN) =
+  let newN = oldN + 1 in
+  if newN < dayLength
+  then WorldHour newN
+  else WorldHour (newN - dayLength)
+
+dayLength :: Int
+dayLength = 50
+
+-- not as generic (in Array) as it could be
+--zipArray :: Ix i => Array i e1 -> Array i e2 -> Array i (e1,e2)
+--zipArray a1 a2
+
+--mapArrayWithIndices :: (Loc -> a -> b) -> MapType Loc a -> MapType Loc b
+--mapArrayWithIndices f a = array (bounds a) (map (uncurry f) (assocs a))
+
diff --git a/foreignPollution.c b/foreignPollution.c
new file mode 100644
--- /dev/null
+++ b/foreignPollution.c
@@ -0,0 +1,86 @@
+/* License: GPL v2 or later */
+
+// I wrote this in C because the Haskell version I had wasn't being fast
+// enough for me.  Now this is simple and works great!
+
+#include <math.h>
+#include <stdlib.h>
+#include <inttypes.h>
+#include <GL/gl.h>
+#include <stdio.h>
+#include "foreignPollution.h"
+
+void foreignPollution(uint32_t randSeed, const double * pollution, uint32_t pollutionWidth, uint32_t pollutionHeight) {
+	uint32_t x, y;
+	const uint32_t negative1AsXYtype = -1;
+	#define AT(array,x,y) ( (array)[((x)*(array##Height))+((y))] )
+	//Glibc's parameters, seems to work fine. See wikipedia
+	//http://en.wikipedia.org/wiki/Linear_congruential_generator
+	#define RAND() ( randSeed = (((randSeed * 1103515245u) + 12345u) & 0x7fffffffu) )
+	#define RAND_FLOAT_UP_TO(hi) ( (double)RAND() * (hi) / 0x7fffffffu )
+	#define RAND_FLOAT_BETWEEN(lo,hi) ( (lo) + (double)RAND() * ((hi)-(lo)) / 0x7fffffffu )
+	glPushMatrix();
+	// To log pollution amounts to stderr (enable by changing the 'if').
+	if(0) {
+		for(y = pollutionHeight-1; y != negative1AsXYtype; --y) {
+			for(x = 0; x != pollutionWidth; ++x) {
+				const int roundedPollution = AT(pollution,x,y);
+				const char indicator =
+					( (roundedPollution < 10)
+					  ? ( '0' + roundedPollution      )
+					  : ( 'a' + (roundedPollution-10) ));
+				fputc(indicator, stderr);
+			}
+			printf("\n");
+		}
+		printf("\n");
+	}
+	glScaled(1.0/3.0, 1.0/3.0, 1);
+	glTranslated(-0.5, -0.5, 0.0);
+	glBegin(GL_QUADS);
+		const uint32_t deterministicHeavinessWidth = pollutionWidth + 2;
+		const uint32_t deterministicHeavinessHeight = pollutionHeight + 2;
+		double * deterministicHeaviness = (double*)alloca(deterministicHeavinessWidth*deterministicHeavinessHeight*sizeof(double));
+		const uint32_t minX = 0;
+		const uint32_t minY = 0;
+		const uint32_t maxX = deterministicHeavinessWidth - 1;
+		const uint32_t maxY = deterministicHeavinessHeight - 1;
+		for(x = 0; x != deterministicHeavinessWidth; ++x) for(y = 0; y != deterministicHeavinessHeight; ++y) {
+			//should probably move in 1 to find border pollution amounts
+			//...but NOT segfault :-)
+			const int is_border = (x == minX || y == minY || x == maxX || y == maxY);
+			const double pollution_here = (is_border ? 0.0 : AT(pollution,x-1,y-1));
+			//Maybe logarithm-of-pollution? (log ( 1 + pollution_here))
+			AT(deterministicHeaviness,x,y) = pollution_here;
+		}
+		const uint32_t drawnWidth = pollutionWidth * 3 + 1;
+		const uint32_t drawnHeight = pollutionHeight * 3 + 1;
+		for(x = 0; x != drawnWidth; ++x) for(y = 0; y != drawnHeight; ++y) {
+			const double heaviness1 = AT(deterministicHeaviness,(x+2)/3,(y+2)/3);
+			const double heaviness2 = AT(deterministicHeaviness,(x+3)/3,(y+2)/3);
+			const double heaviness3 = AT(deterministicHeaviness,(x+3)/3,(y+3)/3);
+			const double heaviness4 = AT(deterministicHeaviness,(x+2)/3,(y+3)/3);
+		//	if(heaviness1 > 1 || heaviness2 > 1 || heaviness3 > 1 || heaviness4 > 1) {
+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness1));
+				glVertex2i(x  , y  );
+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness2));
+				glVertex2i(x+1, y  );
+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness3));
+				glVertex2i(x+1, y+1);
+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness4));
+				glVertex2i(x  , y+1);
+		//	}
+			/*glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+2)/3,(y+2)/3)));
+			glVertex2i(x  , y  );
+			glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+3)/3,(y+2)/3)));
+			glVertex2i(x+1, y  );
+			glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+3)/3,(y+3)/3)));
+			glVertex2i(x+1, y+1);
+			glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+2)/3,(y+3)/3)));
+			glVertex2i(x  , y+1);*/
+		}
+	glEnd();
+	glPopMatrix();
+}
+
+
diff --git a/foreignPollution.h b/foreignPollution.h
new file mode 100644
--- /dev/null
+++ b/foreignPollution.h
@@ -0,0 +1,6 @@
+/* License: GPL v2 or later */
+
+#include <inttypes.h>
+
+void foreignPollution(uint32_t ms, const double * pollutions, uint32_t width, uint32_t height);
+
