A Diablo-class isometric action RPG in the browser where every texture, mesh, rig, animation and sound is generated procedurally at runtime. Three.js, zero external assets.
A golden-hour Japanese temple built entirely in code with three.js. No models, no textures, no HDRIs. Rendered offline into a 70s 1080p60 film
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.
Procedural drawing and motion techniques, each with its sources and short tests
A boat journey through a Japanese river valley, in four seasons and at any hour, rendered live in the browser with three.js.
Create and refine Blender product scenes in DSH: editable recipes, model imports, real previews, saved revisions and PNG/MP4 delivery.
Three.js procedural terrain generator with tile, infinite world, planet mode, volumetric clouds, realistic water and GLB export.
Agent skill: turn a topic into a 30s vertical film drawn and scored entirely in JavaScript. Reference film: the life of a monarch butterfly.
Interactive, living desktop wallpapers
A procedural terrain generation engine for use with the Three.js 3D graphics library for the web.
A real-time procedural snow rendering demo built with WebGPU, Babylon.js and hand-written WGSL. Features GPU-generated terrain, snow deformation, procedural characters, cloth, surf wakes, water spells, atmosphere and post-processing—without textures, meshes, HDRIs or animation assets.
worlds via code, from fable 5.1
A fully procedural first-person jungle in Three.js. Zero external art assets - every texture, mesh and sound generated in code.
Fully procedural cinematic ocean and extreme weather simulation in the browser. Multi-cascade FFT waves, volumetric clouds, hurricanes and tsunamis - every pixel generated on the GPU at runtime, zero external assets. Three.js / WebGL2 / GLSL3.
Procedural doodle characters drawn as if by hand on cream paper — and Kindergrimm, the game they live in
A real-time 3D model of Tokyo in the browser, compiled from public data with procedural detail on top. Fly over the city, change the time of day, and watch the traffic, the trains and the birds.
A 3D lunar rover survey game. WebGL2, no build step, no third-party assets - every texture and sound generated at runtime.
A playful procedural 3D kitten generator built with Three.js.
A walkable first-person anime cel-shaded Japanese sakura station town, fully procedural in plain three.js
《以撒的结合》风格的俯视角肉鸽地牢网页游戏:12 层地牢 / 13 个 Boss / 55 件道具,零依赖零构建,全部美术由 Canvas 2D 代码绘制
Pokémon Red, rebuilt from raw pixels by Claude Opus 5.5. Every sprite, tile, battle effect and song is code: zero image files. Plays in the browser.
A fully procedural underwater world beneath ABYSSAL: seeded reefs, kelp forests, whales and bioluminescent depths, with live world-generation and weather dials.
霓虹天頂 — a rain-soaked vertical cyberpunk city you can fly through in the browser. three.js WebGPU + TSL, a Blender-baked Hong Kong night market, procedural megacity, time trials.
Fully procedural animals for three.js: sculpted from SDFs, auto-rigged and skinned, with fur, feathers and scales, and IK gaits and actions. No models, no textures, no animation clips.
A procedural spider that walks on the DOM — its feet plant on real words, every touch glitches the page. Plain JS × CSS.
A fully procedural Formula 1 racing game in three.js — no asset files, no network fetches. Built by fanned-out agents under the Gauntlet Loop: harsh critic agents blind-scored every frame against the real F1 games and fed measured defects back in. 137 agents, 22M tokens, 10 rounds.
Infinite procedural islands and a spectral ocean, authored in CUDA and rendered in the browser with WebGPU.
Browser-native tactical FPS on three.js r180. One map, one match, no assets: every texture, sound and cloud is generated at runtime. Hand-built WebGL2 render graph, custom physics, procedural Web Audio.
A first-person walk up a dry wash between red rock buttes in Sedona at golden hour. Every mesh, texture and sound generated procedurally in code — zero external assets.
A cozy pixel-art adventure in the browser (a demo): a story in ten chapters, eight heroes, Party Mode for 1–8 players with phones as controllers. Everything procedural.
Arcade kart racer in the spirit of Mario Kart, built entirely with Three.js. 100% procedural assets, no build step. Built by five Claude Opus 5.5 sub-agents from one prompt.
Living 3D Procedural Jelly Avatar Engine, Web VTuber, Cute Anime TTS, AI Expression Creator Studio & Motion Exporter
Animation drawn by code with Claude — no AI video: an engine, styles and skills that learn from every render, all in the open. PRs with new styles welcome.