Blender's GPU Accelerated UI, Decoupled from it's original codebase. Supports Rust, Python, JS, React, C & C++. Twice as good as GPUI
Tool for automatic PS5 executables porting to Linux and Windows
Agent Skill for generating 2D sprite sheets and map, transparent PNG frames, and animated GIFs from prompts.
Small browser games as isometric pixel dioramas. No build step, no dependencies.
Procedural animation in any style for Claude Code: short single-file canvas videos with story, look and storyboard check-ins. 7 built-in styles or one matched from your references, your own music (beat-mapped), real product screenshots, every format from one piece.
Godot Engine β Multi-platform 2D and 3D game engine
A massive ancient Greek world built entirely in code with three.js. Zero assets, made with Claude Code (Opus 5.5)
Ocarina of Time running natively on Windows, no emulator. Built on your PC from your own copy. No game files included.
Capture iPhone LiDAR and photos, reconstruct editable Three.js rooms, and explore them in a browser.
Unofficial native PC and Steam Deck port of Tears of the Kingdom 1.4.3 using static recompilation. Builds locally from the player's own extracted game dump; no game files included.
"Single-image Layer Decomposition for Anime Characters" (SIGGRAPH 2026 Conference Paper)
Custom apps for the iDrive 7 head unit (shift lights, virtual dyno, brake and drag timers, G-meter, fault scanner) plus an SDK kit to build and install your own.
Photoreal Blender scenes from a one-paragraph brief, built by AI agents: imageβ3D props on fal, scripted layout, lighting, camera and grade.
A refreshingly simple data-driven game engine built in Rust
A native PC port of Monster Hunter Generations Ultimate. Requires the game's files to play or build.
Building a Neural Network-Native Engine (3N). Python authoring, C++ runtime, Vulkan/WebGPU. Windows, Linux, Android and Web.
This is an open source, all-in-one, static recompilation project that I built from the ground up for the Xbox 360 Gears of War series. All 4 games have been personally recompiled for use with a fully native renderer by me.
π¨π A React renderer for Three.js
A voxel sandbox engine in Rust whose base game is a mod built only on the public SDK.
Pixel-art diorama playbook and Three.js code kit: research-first build workflow, locked camera, palette snap, ordered dither, inked contour, animated toy-scale cast, per-entity frame QA.
A general-purpose window upscaler for Windows 10/11.
A native PC port of Animal Crossing: New Horizons 3.0.2, built by statically recompiling the Switch code to C++ with NVN calls translated to Vulkan.
A free, open source C# framework for making games, or your own game engine. Direct access to native APIs and Vulkan, with the low-level libraries around them. The foundation under Kitten Space Agency and RimWorld's Waylith engine.
A procedural textures authoring and 3D model painting tool based on the Godot game engine
PC port of Dragon Ball Z: Budokai Tenkaichi 3, built on the BT3-Decompiled project.
A free, open-source framework for cinematic, interactive 3D websites with AI-generated assets (Nano Banana 2 + Meshy 7.1 on fal). 20 example sites.
Metroid Dread recomp
Official Hi3D v1.0: high-resolution 3D geometry refinement built on Sparc3D. Inference code, model weights, and documentation.
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Haskell library for building declarative animations based on SVG graphics
Gravity Rush PC Native Port A community-driven project aiming to bring Gravity Rush to PC as a native port, building upon the technical foundation and approach of the God of War PC port. The goal is to make the game run natively on PC while preserving its original gameplay, unique gravity mechanics, and artistic vision.
OpenCNC3D: the Nintendo 64 presentation of Command & Conquer, rebuilt for PC (Win98/Voodoo2 native target)
LVGL is a free, full-featured embedded UI library for devices from small MCUs to 3D-capable MPUs, enhanced by LVGL Pro, a professional editor and tooling.
Crash Team Racing: Nitro-Fueled (PS4) running natively on Windows 10/11. Windows fork of SacredFire, built on bbport and shadPS4. No game files included.
Real-time WebGPU ocean renderer written from scratch, no engine. FFT waves, whitecaps, sun glitter, physically based sunset sky with clouds, free camera. Built with Claude Code (Opus 5.5). Opens from a single 61 KB HTML file in Chrome.
Forza Motorsport 4 recompilation based on ShiftGlue
Hand-drawn 2D animation written as code: detail bible, a detailed ant rig, brush/watercolour pen, frame-matched recreation loop, synthesised sound. Node canvas + ffmpeg.
An interactive 3D human anatomy explorer built using threejs with GPT 5.6 Sol
Modular node graph based noise generation library using SIMD, C++17 and templates
Batched NVIDIA MotionBricks: generate the motion of hundreds of characters in one model call.
Wiicompiled
A browser-based New York City simulation of Manhattan, explorable on foot, by car, bicycle, or helicopter, built with three.js.
CUDA Templates and Python DSLs for High-Performance Linear Algebra
Graphics Creation Tools
NVIDIA Linux open GPU kernel module source
Simple DirectMedia Layer
An atmospheric model for research: friendly, interactive, extensible, and built for speed
PokeWilds - A Gen 2 Game/Engine using libGDX
A cinematic, scroll-driven 3D car landing page β a 75-frame JPG sequence rendered on HTML canvas and controlled by scroll position, built with plain HTML, CSS, and JavaScript.
super repo for rocm libraries