A WebGPU Drawing Garden Where Agents Rewrite Your Strokes
How Fleeting Garden runs an agent simulation in WebGPU compute shaders, with a 3×3 reaction matrix as the personality of each vibe.
Software systems, AI deployment, graphics, simulations, and tools
I am a software engineer with an MSc in Computer Science. This site is mostly a notebook of technical articles and project writeups; the hiring details live on the About page.
How Fleeting Garden runs an agent simulation in WebGPU compute shaders, with a 3×3 reaction matrix as the personality of each vibe.
How reconcile-text borrows the idea of operational transformation and applies it to consolidated diffs to auto-resolve conflicting edits.
How GreatAI tried to make stronger ML deployment habits accessible through a small Python API.
How SDF-2D used signed distance fields, dynamic shaders, and tile-based rendering ideas to make 2D ray tracing run well in the browser.
How decla.red used shared TypeScript game logic, WebSockets, client prediction, and spatial indexing for a team-based browser game.
A WebGPU drawing toy where coloured strokes spawn agents that follow them, branch off, and slowly rewrite the patch you laid down.
A Rust library that auto-resolves conflicting text edits without conflict markers, with WebAssembly and Python bindings.
A Python framework and research project for making AI deployment best practices easier to adopt.
A browser rendering library for optimized 2D ray tracing with signed distance fields.
A team-based mobile multiplayer browser game with shared client/server game logic.
A tiny embedded game engine and custom PCB built around an ATtiny85V.
A multi-device goal tracker where the lasting idea was syncing state with immutable tries.
A graph-based process simulation with a monitoring client and JavaFX input editor.