Three projects, one renderer
Selected work
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01 / VKQUAKE
Inferno Pointcloud
The entire Quake world rebuilt as a dense holographic point cloud on Vulkan, with amber-lidar terrain and scarlet monsters that burn from the inside.
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02 / TERMINAL
AmberSSH
An SSH terminal drawn from eight million particles on Direct3D 12, holding 120 frames per second at 4K while you type.
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03 / WARZONE 2100
Holo Battlefield
The point-cloud renderer ported to a 1999 RTS, where fog of war is unscanned void and every wreck stays where it fell.
What this is
One idea, three hosts
Each of these takes an existing program's geometry, samples it into a dense, persistent point cloud on the GPU, and lights it like a lidar return on an amber phosphor display.
Only the drawing path is replaced. Game logic, network code, input, simulation, demos and random state are left exactly as they were, which is what makes the results verifiable and the ports repeatable. Particles carry stable IDs across frames, so nothing swims: culling, compaction and indirect draw happen entirely on the GPU, and the picture stays anchored to the world it came from.