- WebGL2
- GLSL
- Half-float FBOs
FLUX
Navier–Stokes, solved every frame in shaders. Drag to paint. It never stops moving.
Open full screen → The best front-end developer in the world.
I checked.
I don’t do “good enough.” I do the thing your last agency said was impossible, then I make it run on a phone from 2019.
Frameworks are for people who need help. I write the shaders, the physics, the parser, the protocol. Every byte on this page has my fingerprints on it.
Everything on this page is real. The fluid is simulated. The light is traced. The cloth falls. Scroll down and touch it.
— T.C. Every word load-tested.
These are not videos and they are not screenshots. Every card below is the actual program running in your browser right now, at reduced resolution. Open one for the full thing, with the controls.
Navier–Stokes, solved every frame in shaders. Drag to paint. It never stops moving.
Open full screen →Physically based light transport, converging live. Glass, metal, soft shadows, depth of field. No engine.
Open full screen →Mountains, water, sky and clouds from noise. A flyover with no geometry at all. Steer with the mouse.
Open full screen →Sixteen thousand particles, hung from two pins, solved on the GPU. Push through it with the cursor.
Open full screen →A synthetic market, a full order book, and a GPU heatmap of liquidity. Zero allocations in the hot path.
Open full screen →An incremental parser, a resumable highlighter, and a virtualized transcript. The UI never blinks.
Open full screen →Every skill below is a rigid body in a Verlet solver I wrote for this section. Capsule collisions, friction, restitution, sleep states. Because a list would have been boring.
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Open devtools. Run Lighthouse. Check the network tab. I'll wait.
I take one engagement at a time and I finish it. If your problem is hard enough, interesting enough, or embarrassing enough, write to me. If it isn’t, write to me anyway. I’ll tell you who to call.