GPU Compute
Reaction Diffusion
Gray-Scott model on WebGL2. Organic Turing
patterns from chemical noise. Ping-pong
framebuffers, 9-point Laplacian stencil.
Five presets: coral, mitosis, maze.
GPU Compute
Ray Tracer
Fragment shader path tracer, runs entirely
on the GPU. Progressive accumulation,
4-bounce reflections, soft shadows.
Orbit camera, click and drag.
Mathematics
Fractal Explorer
Mandelbrot + Julia sets in WebGL2.
Double-float emulation for trillion-× zoom.
Smooth coloring, 6 palettes, live Julia
preview on hover, URL-encoded bookmarks.
GPU Compute
Fluid Simulation
Navier-Stokes stable fluids on WebGL2.
Semi-Lagrangian advection, 40-pass Jacobi
pressure solver, vorticity confinement.
Drag to inject dye and velocity.
Physics
N-Body Gravity
Barnes-Hut O(n log n) gravitational sim.
Leapfrog integration, collision merging,
velocity trails. Includes the exact
Chenciner-Montgomery figure-8 orbit.
Simulation
City Builder
Isometric 40×40 grid, all drawn with Canvas
paths — no image assets. Population,
happiness, and money tick every 2s.
Zone, build, watch your city grow.
Audio
Music Sequencer
6-track algorithmic step sequencer.
Bjorklund euclidean rhythms, scale
quantization, per-step probability.
Lookahead AudioContext scheduling.
Audio
Modular Synth
Drag-and-drop patch cables over a Web Audio
graph. VCO → VCF → VCA → Reverb,
pre-wired and ready to play. Computer
keyboard maps to two octaves of MIDI.
Distributed Systems
CRDT Canvas
Collaborative drawing with a grow-only op set
and BroadcastChannel sync — no server.
Open two tabs, draw simultaneously.
Lamport clocks, tombstone undo.
Typography
Font Playground
Live variable font axis sliders. Recursive,
Fraunces, Roboto Flex, and more — every
axis exposed in real time. Animate mode
cycles through the full design space.
Computer Science
Algorithm Visualizer
Sorting, pathfinding, and graph algorithms
animated via generator functions. A*,
Dijkstra, merge sort, Kruskal's MST.
Step-by-step or continuous playback.
Emulation
CHIP-8 Emulator
All 35 opcodes. 4KB memory. 500Hz clock.
Drop in any .ch8 ROM or choose a
bundled classic. PONG is playable.
Debugger shows registers live.
Frontend Design
Animation Showcase
Pure CSS and WebGL spectacle. Magnetic
text, particle explosions, morphing blobs,
scroll-triggered reveals. Every animation
technique in one place.
Generative Art
Flow Field
Curl-noise flow field with 100k particles.
Perlin noise drives velocity vectors;
additive blending builds luminous
tapestries over time.
Physics
Physics Sandbox
Rigid body dynamics with Matter.js-style
constraints. Spawn shapes, set gravity,
chain constraints, spring joints.
Verlet integration, impulse resolution.
GPU Compute
SDF Ray Marcher
Signed distance function ray marcher in
WebGL2. Sphere, torus, box primitives
with smooth boolean ops. Ambient
occlusion, soft shadows, reflections.
Mathematics
L-System Fractals
Lindenmayer system interpreter drawing
recursive botanical forms. Koch, Hilbert,
Sierpiński, Dragon Curve, Stochastic
plants. Edit grammar live.
Mathematics
Fourier Machine
Draw any curve; FFT decomposes it into
rotating epicycles that reconstruct it.
Watch epicycles converge to your shape.
Slow time to see individual harmonics.
Algorithms
Wave Function Collapse
Constraint propagation procedural generation.
Tile rules extracted from a sample image;
WFC fills the canvas respecting adjacency.
Watch entropy collapse cell by cell.
Physics
Cloth Simulation
Verlet position-based cloth with structural,
shear, and bend constraints. Pin corners,
cut with scissors, poke with wind.
Self-collision via spatial hashing.
GPU Compute
Physarum
1M slime mold agents on GPU. Ping-pong
agent + trail textures; agents sense,
rotate, deposit. Trail diffuses and decays.
Five palettes: bioluminescent to void.
Mathematics
Strange Attractors
500k particle trails in WebGL2. Lorenz,
Rössler, Thomas, Halvorsen, Dadras,
Aizawa, Sprott B — RK4 integrated.
Additive blending builds glowing sculpture.
GPU Compute
Procedural Terrain
Domain-warped FBM heightmap in WebGL2.
Biome coloring, AO, atmospheric fog,
water with Fresnel, sky with Rayleigh
scattering and god-ray post-process.
GPU Compute
GPU Metaballs
50 metaballs in a fullscreen fragment shader.
Five visual modes: iridescent oil-slick,
lava, plasma, crystal, dark matter.
Click to spawn; drag to pull.
Simulation
Falling Sand
300×200 cellular automaton with 14 elements:
sand, water, fire, lava, acid, ice, gas,
oil, wood, stone, ash, clone, void, fuse.
CRT phosphor aesthetic, 4 presets.
Simulation
Boids Flocking
3D murmuration with WebGL instanced render.
Spatial hash O(n) neighbor lookup.
Separation, alignment, cohesion rules.
Ping-pong trail effect for motion blur.
GPU Compute
Lenia
Continuous cellular automaton on GPU.
Ring kernel convolution + bell-curve
growth function. Orbium glider preset
moves on its own. Paint new creatures.
Generative Art
Crystal Growth
Diffusion-limited aggregation with 300
simultaneous random walkers. Gaussian
glow renderer, tip-brightening, four
color palettes. Spectral, icy, coral, neon.
Mathematics
Hyperbolic Geometry
Poincaré disk tessellations. {p,q} regular
tilings via Möbius transforms and BFS.
Drag to navigate; scroll to zoom in
hyperbolic space. Four color modes.
Physics
Cymatics
Chladni figure simulator with sand particles.
Eigenmode superposition drives −∇(u²)
force. Click resonant frequencies; watch
sand settle into standing-wave patterns.
Generative Art
Aurora Borealis
13k stars + 16 curtain systems in WebGL2.
Simplex-noise–driven curtain undulation,
additive Gaussian splats for volumetric
glow. Green-magenta altitude gradient.
GPU Compute
Marching Cubes
3D isosurface renderer: gyroid, Schwarz-P,
figure-8 knot, Mandelbulb, animated
metaballs. Five shading modes — metallic,
iridescent, glass, clay, neon.