Interactive 3D games, simulations, and visual experiments. Every one of these was built entirely on a phone using MobileCLI + AI. No PC involved.
A complete SDF raymarching engine with chunk streaming, entity system, multiplayer (16 players), economy, AI scriptable runtime, procedural audio, and 5 camera modes. 86 files, 14 autoloads, 6,405 lines. Built in 18 minutes.
View showcase page →Post-apocalyptic open world with real-time combat, resource gathering, and exploration across 6 biomes. 2,300+ lines of game code. Day/night cycle, AI enemies, minimap.
Open full screen →Neon-styled multiplayer warfare game with health/ammo HUD, real-time combat, dual joystick controls, and chat system. Built with Three.js ES modules.
Open full screen →Interactive 3D scene with dual joystick touch controls (move + look), HUD overlay, and first-person navigation. Touch-optimized for mobile.
Open full screen →Terrain erosion simulation with real-time visualization. Watch geological processes unfold as water carves through a procedurally generated landscape.
Open full screen →Quick visual techniques useful for game dev, simulations, and creative coding. Each one is a self-contained concept you can run in your browser.
Multi-octave Perlin noise for biome-based terrain. 6 distinct biomes from a single noise function with elevation thresholds.
Simulated water flow carving terrain in real-time. Particle-based erosion with sediment transport and deposition.
Dynamic lighting with sun position, ambient color shifts, and fog density changes. Smooth transitions between day, dusk, night, and dawn.
Split-screen touch zones for move + look. Dynamic joystick base appears at touch point with relative offset tracking.
State machine enemies: idle → patrol → chase → attack. Line-of-sight detection with distance thresholds and aggro ranges.
Overhead orthographic camera rendered to a circular clipped element. Real-time player position + discovered locations as dots.