huh?

hi. im a pixel-wrangler and code-tinkerer. these graphics are made with: glsl, wgsl, hlsl, webgpu, antialiasing, raymarching, depth buffers, etc... this garden is a chaotic playground where I use math to (somehow) make pretty things.
i am: 10% intention, 90% "what if i tweak this number?"
spoiler: it either becomes a rainbow or the FPS goes down. no regrets.
some days i'm all "let's simulate fluid dynamics!" other days it's "why does this cube look like a potato?" either way, you'll find the carnage documented here.
i'm not here to gatekeep. code's included in every post—steal it, break it, make it weirder. if you spot a typo that accidentally made something cool, please tell me.
my creative process: 1. watch a tutorial, 2. forget half of it, 3. brute-force the rest with caffeine.
this isn't a tutorial hub—i'm the lab rat, not the professor. but if my spaghetti code helps you crack a problem, that's a win. let's normalize celebrating "it works but i don't know why" moments.
also, sorry to my gpu. i promise i'll stop setting you on fire someday. maybe.