Writing
Build-stories
How the projects were actually made — the design bets, the real code, and what each one taught me.
I built a tiny alternative internet in pure Python — a protocol, a browser, and a firewall
Someone said "let's make a new internet" — sarcastically.
Read →Generative art from a real quantum computer: true randomness, and what survives the noise
Your computer can't actually generate a random number.
Read →I wrote a transliterator for Afrikaans in Japanese hiragana — then made it a Linux locale
Afrikaans has a shallow, phonetic spelling system.
Read →I built a full 3D FPS in a single HTML file — no build step, no assets, everything procedural
Murkfall is a complete first-person shooter — maze levels, three enemy types, a boss with an enrage phase, a minimap, persistent high scores — that ships as one index.html file.
Read →I recreated 34 pages of my sketchbook as deterministic generative SVG — a study in original vs. code
I have a sketchbook full of dense, art-brut pen drawings — eyes that explode into seed-pods, figures dissolving into their own scribble, block-letter protest slogans.
Read →I turned Afrikaans into 42 writing systems and shipped each as a Linux locale
My previous toy wrote Afrikaans in Japanese hiragana.
Read →I built a Diablo II-style ARPG in vanilla JS and Canvas — no engine, no build, no art assets
AFGROND (die afgrond wag — "the abyss waits") is a browser isometric action-RPG in the Diablo II mold: a town hub, infinitely-descending procedural dungeons across three biomes, three classes, a loot system with rarity tiers and affixes, gem sockets, skill trees, A* pathfinding, champion packs, a hireable mercenary, difficulty tiers, and a final boss at depth 10.
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