A fully procedural first-person jungle in Three.js. Zero external art assets - every texture, mesh and sound generated in code.
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Updated
Aug 8, 2026 - JavaScript
A fully procedural first-person jungle in Three.js. Zero external art assets - every texture, mesh and sound generated in code.
Free Houdini toolkit that transforms Copernicus into a motion design powerhouse. Production-ready tools for animation, simulation, and real-time effects. One-click pixel sorting, solver workflows, and more.
A Studio Ghibli / Makoto Shinkai style cycling game in Three.js. Toon-shaded Japanese countryside with four times of day - every mesh, texture and sound generated in code.
FMA Transmutation Circles
Headless motion graphics renderer — declarative YAML scenes to ProRes 4444 with alpha. GPU-accelerated, expression-driven, CLI-first.
Photorealistic first-person gas station at dawn — Three.js, everything procedurally generated, no external assets.
A first-person walk down a foggy Pacific Northwest pine trail. Every texture, mesh and sound generated procedurally in code — zero external assets. Next.js + React Three Fiber.
My experiments with PICO-8 fantasy console
Procedural gradient meshes, radial shapes, and texture masks for Gideros in Lua.
Mobile-first webapp personal portfolio in Dart, Jaspr, WASM
Procedural 2D underwater motion inspired by observations from crayon picture books.
🌌 Create your own 3D galaxy with customizable parameters and real-time rendering. Built with Next.js and Three.js.
A simple tutorial for procedural abstract illustration in Python
A real-time WebGL/GLSL simulation engine linking audio digital signal processing (DSP) to procedural graphics. Powered by React Three Fiber and Web Audio API, it tracks spectral variance and dynamic frequencies to drive terrain deformations, N-body particle physics, and state-driven universe ecosystems with highly optimized GPU overhead.
Jogo Classico dos Pássaros em Pixel Art
A Svelte typography playground with contextual flourishes, custom glyphs, and instant SVG rendering, inspired by Deadlock’s hero wordmarks.
60 FPS engine-free 3D pond in ~2.3k lines of Python: 9 fly agents, one driven by LIF spiking circuits (GF/CX/REST) — plus the real NeuroMechFly model (126 DoF, 721 ommatidia/eye) assembled and rendered on MuJoCo.
Procedural river typography engine that generates words from real satellite-derived river imagery using Beam Search, computational geometry, affine transformations, procedural stitching, and raster compositing. Built with Python and React.
Editor vectorial de Nodalix.
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