Labs

Engineering labs

An active environment for prototypes, benchmarks, rendering experiments, and Rust/WASM work. Incomplete work is labeled — not presented as production-ready.

  • Stable demo

    Dither wave field

    Testing — Whether a scroll- and pointer-driven dithered WebGL field can brand a portfolio without blocking LCP or accessibility.

    Why — Immersive differentiation must remain optional; crawlers and reduced-motion users still need the message.

    • Three.js
    • R3F
    • GLSL
    • GSAP
  • Stable demo

    WASM light engine (wgpu)

    Testing — A Rust→WASM control plane plus a minimal WebGPU draw path, isolated from the Three.js marketing hero.

    Why — Compute-oriented labs need a systems stack; hero design velocity should not depend on that stack.

    • Rust
    • wasm-bindgen
    • WebGPU
    • WGSL
  • Work in progress

    WebGPU particle field

    Testing — Compute-shader particle density and interaction cost on recent GPUs and phones.

    Why — Validates whether WebGPU compute is practical for portfolio-scale demos without remote streaming.

    • WebGPU
    • WGSL

Related: Selected work · Writing