Labs
Visual experiments, shader studies, and technical demos. A sandbox for exploring new rendering techniques, art styles, and performance ideas before they go into games.
Watercolor 3D
A 3D scene rendered as a watercolor painting. Edge detection, color bleeding, paper texture overlay, and hand-drawn wobble — all in post-processing GLSL shaders.
Gradient Texturing
Baked lighting via UV placement. Each face maps to a gradient column by role, with brightness from dot(normal, lightDir). Zero runtime lighting cost — pure MeshBasicMaterial.
Low-Poly Flat
Classic flat shading with bloom, fog, vignette, and shadows. The Monument Valley / Agent Heist direction — simple geometry, rich atmosphere.
Gradient + Neon
Hybrid style: gradient-textured environment (soft, illustrated) meets neon emissive characters and accents (punchy, arcade). Bloom makes the neon pop against the quiet world.
Toon + Gradient
Cel-shaded MeshToonMaterial with configurable step count and inverted-hull outlines. Anime/cartoon look from pure math — no hand-painted textures needed.
Energy Barrier
Four sci-fi force-field wall styles for Shatter Drift. Translucent energy barriers with animated shaders — scan lines, hex grid, circuit traces, and plasma. Click barriers to see phase-through disruption.
Voronoi Shatter 3D
Click a 3D wall to fracture it into Voronoi prisms. Same algorithm as Shatter Drift — Sutherland-Hodgman clipping, extruded geometry, physics-driven shards with gravity and tumble.
Metaballs
Classic demo scene metaballs rendered per-pixel with an implicit surface threshold. Organic blobs drift, merge, and split. Click to spawn bursts that decay over time.
Game of Life
Conway's cellular automaton on a wrapping grid. Cells fade from bright cyan to deep blue as they age. Click to draw, Space to pause, R to randomize.
Flow Field
Thousands of particles drift through a Perlin noise field, leaving rainbow trails. The field evolves over time, creating an ever-shifting canvas of color.
Reaction-Diffusion
Gray-Scott reaction-diffusion producing Turing patterns. Two virtual chemicals react and diffuse across a grid, forming organic spots, stripes, and labyrinths.
Boid Flock
Craig Reynolds flocking in action. Hundreds of boids follow separation, alignment, and cohesion rules, forming dynamic swarms. A red predator keeps them on their toes.
Ray March
Real-time ray marching of signed distance fields via WebGL fragment shader. SDF shapes with smooth union blending, Phong shading, and soft shadows — all at 60fps.
WebGPU Ray March
SDF ray marching via WebGPU compute shaders. Same scene as the WebGL version but dispatched as GPU compute workgroups — explicit parallel processing instead of a fragment shader hack.
Particle Life
Emergent behavior from simple rules. Colored particle groups attract and repel each other, forming organic clusters, chains, and orbits. Click to spawn bursts.
CRT Monitor
A retro CRT display effect applied to a rotating 3D wireframe. Scanlines, phosphor glow, barrel distortion, and analog noise — all in Canvas2D.
Voronoi Shatter
Click to fracture a stained-glass surface into Voronoi fragments. Physics-driven shards fly from the impact point, then reform with a new palette.
Soft Terrain
Procedural landscape with watercolor-style rendering. Rolling hills, atmospheric fog, and a warm sunset palette — zero neon.