Simulations, algorithm studies and small games. Two of them run in the browser right here, and one is a jam game made in a weekend.
A witch, a pumpkin stand, and customers who only tell you what they like. Summon it, dress it, hope you read them right.
A pendulum painting the path it traces onto a canvas. Lagrangian mechanics, and an export button for whatever you make.
A spirograph without the pen and paper: up to 10 gears, each with its own radius, painting gradient curves.
Modelled from scratch, UV unwrapped in three sections, animated with blend shapes and driven by a shader built to match.
The set in the browser, with six colour palettes and a zoom that never runs out of detail.
The algorithm behind procedural terrain, animated with the third dimension of a Perlin noise field as time.
Space divided into four, again and again - the data structure behind hit detection and nearest neighbour search.
A neural network written from scratch, no library, evolved with a genetic algorithm until it learns to play Snake.
A small 2D game written quickly on purpose, and the wrap-around screen built from eight ghost ships.
Recursion you can look at, with one slider that turns a poplar into a fern.
Smoothed particle hydrodynamics as a chain of CUDA kernels, with a uniform grid for neighbour search.
A particle-based cloth held together by structural, shear and flexion springs, written as CUDA kernels.
A couch co-op hide and seek game where every player is a car in a busy city. Five game modes, free on Steam.
Want to work together?
marc.kletz@kletzgames.com