DATAMOSH

CODEGRAPHICSCURIOSITY

SHADERS, SIMULATIONS AND REAL-TIME RENDERING FOR THE WEB, INSTALLATIONS AND NATIVE ENGINES.

Exploring how code, math and graphics can make the invisible feel real.

EXPLORE WORK

Read me

Portfolio of a graphics programmer: shaders, simulations and small real-time engines. The site is organised like a filesystem — the tree on the left// FILESYSTEM menu is the map.

work/ = finished projectslab/ = experimentsblog/ = notes

Every preview is a real-time shader running in this tab, not a video. Hover or drag on one to poke it.

renderer:

~/datamosh/work/

Finished projects, each a live scene with a write-up.

[3]

/datamosh/work/01_terrain01 / 03
Terrain: dithered still of the procedural terrain scene
Particles: dithered still of the gpu particle systems scene
Fluids: dithered still of the stable fluids scene
  1. 01 Terrain
  2. 02 Particles
  3. 03 Fluids

POINTER hover / drag to interact

OPEN TERRAIN

~/datamosh/lab/

Experiments and prototypes — smaller sketches, rougher edges.

[4]

~/datamosh/about/

How I work: approach, tools and philosophy.

[3]

01

approach/

APPROACH

I build things that render in real time: shaders, simulations and small engines that run in a browser tab, on an installation PC or inside a native app. Most projects start as a single fragment shader and grow only as far as the idea needs.

I prefer procedural over authored, analytic over sampled, and one well-tuned pass over five generic ones. Constraints — a phone GPU, a two-tone dither, a frame budget — are where the interesting decisions happen.

02

tools/

CAPABILITIES
  • Languages — Rust, WGSL, GLSL, TypeScript, a little C++.
  • Graphics — wgpu, WebGPU, WebGL2, raymarching, compute simulation, post-processing.
  • Web — Astro, vanilla CSS, WASM toolchains, performance budgets.
  • Native — winit, hot-reloading shader pipelines, offscreen rendering for stills and posters.
03

philosophy/

OPEN SOURCE

Ideas in a renderable format. If something can be shown running, it should be — a live frame explains more than a paragraph.

Most of this work is open source. Read the shaders, fork the scenes, break them. Focus, render, simulate, explore, repeat.

~/datamosh/contact/

Say hello or start a collaboration.

[2]

Let’s render
something.

I’m always open to interesting projects, collaborations and experimental ideas.

GET IN TOUCH
  • REAL-TIME
  • GRAPHICS
  • SIMULATIONS
  • TOOLS
  • OPEN SOURCE
  • AND MORE.