Build log
One post per flow: the stack behind it, how the effect actually works, and what it took to keep it running live in a browser. Start with the foundations, then pick any scene.
On-device hand tracking, one shared renderer, and scenes loaded on demand.
Elastic strings on a verlet simulation, lit by selective bloom.
Wireframe dandelions that bloom out of your fist.
One shader, nine filters, and a real neural style net in the browser.
Sixteen thousand stars and a one-hand flight from planet to galaxy.
The hand pipeline on p5.js: poke a bubble, pop it.
Sound in, watercolour out — the experiment that Water Ink later replaced.
A drum machine on glass tiles, synthesized with Tone.js.
Body tracking makes you the sprite: really jump, really duck.
Drum hits drop swirling ink — a fluid sim ported from a TouchDesigner drum rig.