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 fieldTesting — 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 fieldTesting — 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