Particle systems, bird flocking AI, landing decals, crystal clusters, relay towers. Enhanced lighting and fog. Demonstrates event-driven particle bursts.
Open Demo →Optimized particle pool: dust on footfalls, ambient spores, fireworks on quest complete. Focus on performance and particle efficiency.
Open Demo →Movement-based emission with sparse atmospheric density. Tests emission rates and proximity spawning. Subtlety over spectacle.
Open Demo →Linear fog gradient for depth perception. Includes crystals and towers, removes particle VFX. Tests gameplay readability through fog.
Open Demo →Cel-shading with black outlines, gradient map shading, window/door details. Pure rendering style; no UI/dialogue complexity.
Open Demo →Orbital sun/moon with dynamic lighting, torch activation, trail color shifts, decal swaps. Only prototype with time-of-day progression.
Open Demo →Chat-first design: dialogue as WhatsApp-style message bubbles with typing indicators, auto-scroll, minimal HUD. Conversation is the star; gameplay is secondary.
Open Demo →3D exploration meets Ink narrative. Navigate a sci-fi world and interact with terminals to experience branching dialogue with character portraits and voice playback.
Open Demo →Create and edit branching dialogue trees for visual novels. Features include node-based conversation mapping, psychological metrics (worry/chaos systems), import/export functionality, and WhatsApp-style chat simulation.
Open Demo →A complete, self-contained visual novel scene built with Ink.js, featuring character portraits, voice-over audio hooks (stubs), and a dynamic background. Explores the story of Moses in the basket.
Open Demo →A multi-level investigation game set in Jerusalem. Features a phase-based level system, evidence collection, branching dialogue with NPCs, and a mobile-friendly UI with a compass controller.
Open Demo →A complete game loop with a mobile-friendly UI, including a compass controller, level selection modal, and a phased investigation narrative. Integrates GLB models for the environment.
Open Demo →An advanced prototype integrating a level manager, a 3D orbiting level-selection modal, and a visual novel dialogue system. Features dynamic quest and prophecy tracking on a unified HUD.
Open Demo →A stable prototype showcasing a three-panel UI (Quest Log, Inventory, Actions), NPC dialogue, quest tracking, and a full game loop with collectibles and a victory sequence. A comprehensive UI example.
Open Demo →A test of loading complex GLB models for the planet and city, with dynamic trimesh colliders and a safe spawn point calculation. Includes camera occlusion logic to prevent clipping through buildings.
Open Demo →A simple prototype demonstrating text-to-speech with real-time word highlighting using the Web Speech API. Explores `onboundary` events for syncing audio with text.
Open Demo →A scripture reading tool that fetches passages from a public Bible API. Features translation selection, verse-by-verse loading, and infinite scroll for continuous reading.
Open Demo →