about/
Graphics programmer and creative coder. Shaders, simulations and real-time rendering for the web, installations and native engines.
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.
- 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.
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 items
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.