Real-time experiments where you feel the physics — built on raw wgpu + wasm (WebGPU), with vanilla-canvas mockups alongside.
A first-person maze of quartz walls that dissolve when you tune your quantum state. Find the shafts, reach the exit, shatter the wraiths — and race the clock for bonus points.
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Surf a living probability field |ψ|² and lay solid matter ahead of a walker that never stops. Time your collapses against a breathing, drifting wave.
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The playability sandbox — early quantum-mechanic experiments in 2D.
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First-person 3D mockup of the RADAR maze concept.
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Layered-floors mockup — stacked mazes joined by vertical shafts.
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Walls-as-glass test: your reflection (live camera or an uploaded image) refracts with frequency & dispersion, etched coins keep each wall readable, and folds/swirls/tunnels carry you through. Allow the camera — or just drag the sliders.
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The maze's quartz-crystal shader (maze.wgsl) ported to a three.js WebGL2 ShaderMaterial, with UnrealBloomPass standing in for the wgpu bloom — a spike toward a JS/WebGL rendering path that runs where WebGPU can't. Drag to orbit; tune the crystal and bloom live.
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The state-gates and reflect mirrors (maze.wgsl screen()) in three.js: a face reflects on the glass, false-coloured by your frequency error and blurred by your dispersion error, with etched corner coins that stay readable. Match both targets and it clears to a sharp, true-colour mirror you'd walk through.
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A true render-to-texture reflection (three.js Reflector) of a small crystal scene, with the gate tuning layered on: your frequency error false-colours the live reflection, your dispersion error blurs it, and matching both clears it. Sampled in screen space, so it fits the deliberately non-square wall with no aspect scaling — the real-mirror path for the maze.
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A full JS/WebGL2 port of the RADAR maze on three.js, so it runs where WebGPU can't (the landing page auto-sends such devices here). Crystalline walls, WASD-tuned frequency/dispersion gates with parallax mirror panes, multi-floor shafts, roaming wraiths and the resonance shot, plus the radar HUD. Controls: I/K/J/L move, A/D + W/S tune, Space fire, U/O elevator, drag to look, Y new maze.
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The two main games need a WebGPU browser (Chrome / Edge, Safari 18+, recent Firefox). The prototypes run anywhere with a canvas.