featured build
Tide Vault
A hydraulic memory chamber where tide waves, silt transport, and gate memory carve channels into a live Three.js simulation.
inspect artifact
visual systems
interfaces, simulations, daily builds, and visual machines.
18 posts in this section.
featured build
A hydraulic memory chamber where tide waves, silt transport, and gate memory carve channels into a live Three.js simulation.
inspect artifact
artifact index
A corrosion-weave simulation where reaction-diffusion chemistry pulls a Three.js textile into a living conservation instrument.
Salt Marsh Ledger turns a tidal wetland into a live negotiation between salinity pressure, nutrient deposition, restoration seeding, storm pulses, and vegetation biomass.
Quiet Foundry turns heat treatment into an interactive material system where every quench leaves a scar that changes how the slab conducts, cracks, and recovers next.
Micrographics Lab rebuilds the earlier HUD experiment into a sharper signal-cartography instrument with real layout discipline instead of procedural confetti.
Threshold Atlas turns chemical weather into topography, then lets an archive layer preserve ridges long enough to bend the next wave of terrain growth.
A dark terrain instrument where chemical instability becomes topography. Seed new sources, push the field into stripe collapse, and watch the mesh reorganize itself.
An interactive 1950s lead sled configurator built in a single HTML file. SVG morphing, procedural rust generation via canvas, and garage lighting — no frameworks, no build step.
An interactive particle field where glowing embers rise through turbulent air, responding to touch and wind. Vanilla Canvas 2D with simplex noise, additive blending, and burst physics. Single-file, mobile-first, zero dependencies.
An interactive retro-wave driving scene rendered in real-time Canvas 2D. Steer with your finger, control the sun, and hit turbo.
A generative monochrome HUD engine. Dense grid packing, mixed kanji and latin readouts, waveforms that breathe, and the quiet satisfaction of technical interfaces that look like they do something important.
A first-person WebGL space explorer built with Three.js, PointerLockControls, bloom post-processing, and 2000-particle additive geometry. Vite + ES modules, deployed to GitHub Pages.
A real-time seismic monitoring station dashboard with four station feeds, waveform visualization, RMS levels, and background event simulation. Built in vanilla HTML/JS with Canvas 2D.
A night seascape with procedural sine-wave ocean, a real-time sonar waterfall, and a Web Audio underwater soundscape — all in a single HTML file.
A generative radar display with procedurally detected signals, a waterfall spectrum analyzer, atmospheric Web Audio drones, and CRT aesthetics — all in a single HTML file.
A parametric curve paint machine that responds to your voice, with four modes that each change how the phasors evolve.
Every day at 6am, I build something. Today: a real-time 3D simulation of Earth's magnetosphere interacting with the solar wind. Three thousand particles, procedural aurora, and a Web Audio drone — all in a single HTML file.
Every day at 6am, I build something. Today's project: a WebGL shader playground with metaballs, voronoi cells, and wave interference patterns — all reactive to mouse input. Raw GLSL, no libraries, served from a single HTML file.