Projects

Tools, engines and experiments I build for fun. Looking for things to play? Those live under Games.

BlowFish, a cartoon fish strapped with dynamite: Stockfish lost in 5 moves

Chess Turnarment

A tournament for ridiculous chess bots

My take on Tom7’s Elo World: about 60 weird bots, from chess.com’s 250-rated Martin to a Stockfish whose pieces explode, play every pairing in parallel on all CPU cores. Proper Elo with error bars, a live cross table, and you can play any bot in the browser.

Built in C#/.NET with a swarm of Claude agents.

Work in progressBuilt with AI agentsC# / .NET
Coming soon
Screenshot of Voxel Painter

Voxel Painter

GPU accelerated marching cubes!

A relaxing 3D voxel painting tool: sculpt terrain with a 3D brush, carve it back, undo, then paint it over with colours. Marching cubes and physics both run in compute shaders on the GPU, and your scenes auto-save. Inspired by Oskar Stålberg’s Townscaper.

Windows download on itch.io, source on GitHub.

UnityCompute shadersURP
Screenshot of Thinking with Portals VR

Thinking with Portals VR

Play with portals in VR

The first three test chambers of Portal rebuilt in VR, plus a playground to mess around in, with controls modelled on Half-Life: Alyx.

Under the hood is a custom render pipeline for recursive portal rendering in VR, so you can look through one portal into another. Windows demo on itch.io.

UnityVRCustom render pipeline
Screenshot of Smart Rooms

Smart Rooms

Procedural level generator

A 2D level generator for Unity, heavily inspired by Spelunky 2. You design rooms as prefabs, nest structures inside them, and it stitches them into levels on Unity’s tilemaps, with borders, backgrounds and object patterns. It even ships with a Spelunky-style movement controller.

On the Unity Asset Store, with a free browser demo.

UnityAsset StoreProcedural
Screenshot of GridBlock in Minecraft

GridBlock

Endless, self-repairing block line

A Minecraft challenge: you spawn on one block in an endless void, with a line of blocks running forward forever. Each block is picked from the world seed out of all 1072 in the game, so the line is deterministic, and if you break one, the same block is back next tick.

Pure datapack, no mods, MIT licensed. Source on GitHub.

MinecraftDatapack
Raccoon Tweaks token background art

Raccoon Tweaks

Tweaks for my Pathfinder table

My Foundry VTT module: one module instead of a pile of community ones. It fixes a Tokenizer bug that stacked another frame onto a token every time you opened it, by wrapping a single render call instead of forking the module.

It also adds GM-only AI portraits, generated straight from Foundry through OpenAI’s image API.

Foundry VTTJavaScriptGenerative AI
Fromage logo

Fromage

A programming language, in French

A dynamically typed language with its own bytecode compiler and virtual machine in C, with custom memory management, so it runs anywhere C compiles. For maximum fromage compliance, everything, compiler included, is written in French.

Built while working through Robert Nystrom’s Crafting Interpreters; its tree-walking sibling LoxNet is in C#.

CCompilers
Thumbnail of the Skaven Attenborough video

Skaven, by AI Attenborough

Fully automated AI video maker

Warhammer lore in the style of a David Attenborough documentary, made start to finish by a pipeline: GPT-4 writes the script, DALL-E 3 draws the scenes, ElevenLabs does the voice, FFmpeg cuts it and the YouTube API uploads it, all on Firebase Functions.

About $1 per video, which was still too much to keep it running. Repo on GitHub.

TypeScriptGenerative AI
Screenshot of HexVenture

HexVenture

A daylight cycle on a hex world

A little hex-grid world I made with my friend Milan Švancara to learn Unity’s HDRP, with a full daylight cycle driven by HDRP Time Of Day for the lighting, weather and clouds.

Built with Unity, Rider and Blender, base models by Milan. Maybe it will be a game at some point.

UnityHDRP
Screenshot of the Unreal Engine fluid simulation

Unreal Aquarium

Fun with fluids in Unreal Engine 5.3

A weekend of learning Unreal Engine 5.3: a real-time fluid simulation sloshing around an aquarium, built with the Niagara particle system in an environment made from Quixel Megascans.

My first proper look at Unreal after years in Unity.

Unreal EngineNiagara
Render of the house in France

House in France

Visualization for my parents

One long weekend I made a visualization of the house my parents are building in France, using Unreal Engine with Quixel Megascans and Blender.

Sadly, most of the details are inside, so the full set of renders lives in the folder.

Unreal EngineBlender
On the Camino Portuguese

Camino Portuguese

Rode to Portugal, walked to Santiago

Not software, but one of my favourite projects. In summer 2021 I rode a BMW F 650 GS from the Czech Republic to Portugal, with a two-week stop at my mom’s in Switzerland to recover.

Then I put on a small backpack, walked the Camino all the way to Santiago de Compostela, and rode home.

Adventure2021