Engineer working across distributed backend systems, real-time graphics and simulation, and blockchain infrastructure.
| Repo | What it does | Stack |
|---|---|---|
| poseidon | Real-time FFT ocean entirely on GPU: Tessendorf spectrum synthesis, compute-shader IFFT per frame, no CPU round-trip. | WebGPU TSL Three.js FFT |
| minos | Engine with Nanite-style virtualized geometry: per-cluster LOD, GPU-side culling, software raster for sub-pixel triangles. | Rust Vulkan GPU-driven culling |
| demiurge | Procedural planet from physics: tectonics drive uplift, uplift drives erosion, erosion and latitude drive climate and biomes. | TypeScript WebGPU Three.js |
| tiamat | Smoothed-particle hydrodynamics: density and pressure resolve from kernel-weighted neighbors, so splashes fall out of the solver. | SPH fluid simulation particles |
| gaia | Procedural grass rendered in the browser, fully deterministic. A seed reproduces the same field anywhere, no baked assets. | Three.js deterministic |
| dryad | Trees grown from planet physics and a seed. Structure follows simulated conditions, so parameters change the growth. | Three.js simulation |
| apate | Small learning repo for surface detail that isn't there: parallax occlusion mapping, its silhouette-clipped variant, and displacement. | POM SPOM displacement |





