Engines, tools, simulations and experiments. Filter by language.

Optimized, multi-pipeline volumetric fog & lighting for Unity — froxel compute, BiRP / URP / HDRP / Mobile.
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Enhanced Unity 6 / URP adaptation of Evan Wallace's WebGL Water — buoyant interacting objects, god rays, real caustics & shadows. Runs in-browser and on budget tablets via WebGPU.
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Python pipeline that turns real-world open geodata into game-ready 3D terrain — 1 m elevation, carved roads and rivers, aerial-derived biome textures.
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Boids-style fish-schooling with reactive fear and surface-breach behaviour, coupled to a live Unity water sim with custom splashes.
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Experimental open-ocean & breaking-shore extension of the WebGPU water — spectral swell, depth-driven surf & foam, and an underwater god-ray pass. Runs in-browser via WebGPU.
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Coming soonSmaller scripts and snippets live in the code gallery, filterable by language.
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