Evidence
System surface
No public screenshot on file—generative preview stands in for the visual layer.
Story arc
How this shipped
Where wild ideas take flight and curiosity leadsThree beats: what pressed against the work, how the stack answered, and what changed once it was live.
I · Constraint
The brief
Browser particle systems hit CPU bottlenecks at thousands of particles. GPU compute was needed to scale to millions.
II · Build
The craft
Built WebGPU compute shader pipeline using Three.js TSL (Shading Language). Structure of Arrays (SoA) storage buffers maximize GPU cache efficiency. Supports gravity, drag, wind, vortex, and noise forces.
III · Proof
What moved after launch
1M+ particles at 60fps in browser. GPU-first architecture eliminates CPU bottleneck. Flexible emitter system supports Point, Sphere, Box, Cone, and Circle shapes.
Inventory