Tront's Games
These are games I've worked on and tools I've built, from my contract work on Project Demigod to multiplayer experiments and weekend prototypes. Many run straight in your browser. For the development notes, see my blog; the public code is on GitHub.

Project Demigod (2025-Present)
Contract Network Programmer + Unity Generalist for Omnifarious Studios on the physics-driven VR superhero sandbox; netcode, gameplay, menus, IK, ragdoll, shaders, and performance.

CraftMine 2 (2026)
A new browser voxel sandbox with shimmering water, sunlit cliffs, and terrain you can blast apart. Explore the valley, build something, or reach for the rocket launcher.

MEGABUTT (2026)
Fight through hordes on a terraced island, collect cores, and build a loadout of orbit blades, chain lightning, and explosive novas.

Dustline (2026)
Drive armed buggies and motorcycles across a streamed desert. Raid convoys, fight zombies, collect salvage and reach extraction.

Jet Game (2026)
Fight on foot, drive armed vehicles and fly jets across a streamed desert. Rescue survivors and bring them home.

LAST_RUN (2026)
Ski downhill through zombie crowds, blast a route with your shotgun and keep your momentum across a streaming mountain.

SCRAPYARD SHUTDOWN (2026)
Fight through a robot-occupied industrial yard with a rifle and charged wrench. Disable three breakers, then reach the shutdown terminal.

Vector Rush (2026)
Dash, jump and trade missiles, beam fire and saber combos in a fast third-person mech arena.

Hearthwild (2026)
Shape a living island with a physical god hand, elemental powers, village building and a trainable giant companion.

Learning to climb (2026)
Try a small climbing wall built from the movement research prototype. Move each hand between holds and reach the summit.

Tiny Zombies: No One Left (2026)
A WebGPU voxel zombie shooter with a tiny squad, destructible walls, flying debris, and a quiet centered HUD. Desktop WebGPU browser required.

CRUMPLECAR (2026)
Explore open roads, launch off ramps and crumple your car in a driving playground. Keep the damage, repair in place, or enter a race or demolition derby.

Gems Together (2026)
Match three with the people you love. One shared jewel board: everyone who opens the page plays on it together, cursors and all, or grab a private room for two. Built for Jennifer.

Voxel Heroes (2026)
A voxel action adventure for solo heroes and co-op parties. Explore Mossbrook, tackle four dungeons and the Fourfold Tower, and earn new tools. Split up, share the adventure, or give your friends a harmless sword bonk.

SMEAR (2026)
Grab a dummy, slam it, and drag it through blood that stays. This physics playground leaves contact smears, wall splashes, and dripping stains behind.

DEAD ENDS (2026)
Guide four survivors through zombie hordes to a safehouse in this top-down co-op game, with AI squadmates fighting alongside you. You can play with whoever is online or share a room code with friends.

BUTTLOADS 2 (2026)
This early first-person prototype follows up on my 2015 jam mining game. Dig beneath your backyard, sell what you find, and upgrade your cutter as you follow a signal deeper underground.

BIOMASS (2026)
This browser tower-defense prototype uses WebGPU compute to simulate 100,000 zombies as a fluid, with giants and lasers in the mix.

TUNNELRAT (2026)
Explore procedural mines with six degrees of freedom as you search for keycards across different biomes, avoid hazards, and manage your shield and energy.

Campfire (2026)
Hang out around a multiplayer campfire, chat with other players, and pet the procedural wildlife. It uses peer-to-peer synchronization, with WASD controls for walking.

DuckToy (2026)
A little flock for your Windows desktop. Grab, toss, and brush colorful rubber ducks. Still in development; not released yet.

SLOPELOOP (2026)
A browser momentum runner inspired by HASTE. Chain downhill landings and collect burst charge across the 3.2 km Sunfall Causeway to beat your personal best.

RING RIOT (2026)
Use the front row as ammo, dodge swings, and bank discs off walls to set off chain reactions in a five-round run. Sandbox mode lets you try different builds, and eight benchmarks let you test browser performance.

ARC / Light Studies (2026)
Explore soft shadows and highlights by painting emitters and surfaces across seven interactive scenes. Contextual editors and ray-tested comparisons let you inspect the math behind the LTC lighting research.

Froxel (2026)
500 moving point lights, three scenes, and a renderer you can pull apart. Inspect real froxel light lists, compare shading models, and benchmark your GPU with exportable timing receipts.

Aqua Empire (2026)
Feed your shoal and grow a ridiculous aquarium economy while protecting the nursery. Fight the Broodship, hatch the Crown Fish, and keep building your empire afterward.

FELLSWOOP (2026)
Sweep a giant axe across a floating island, with pumpkin blasts, chain lightning, and busy beavers helping you fell the grove. There is always more to chop tomorrow.

INKRIDE (2026)
Draw tracks in ink and try to ride them without crashing. Play this physics sketchbook alone or join a room where everyone draws and rides on the same sheet.

Tiny Treads (2026)
Turn-based tank artillery with destructible terrain and 400 wild weapons. Play a quick battle against the CPU, share a hot-seat game, or use public quick join to play online.

SEND DUDES (2026)
Defend the core through three sieges by turning kills into reinforcements and unlocking Titans. The WebGPU simulation handles 200,000 fighters and leaves blood on the ground.

BREAKMASS (2026)
Use the God Hand to tear buildings off their supports and throw them into their neighbors in this voxel destruction sandbox. Rockets and bomb rain give you more ways to bring the rigid-body structures down.

Buddy Bonk (2026)
Up to four players can join a shared WebRTC room and use 31 tools to grab, swing, and fling Buddy around in this ragdoll sandbox. After all that, Buddy still never learns.

Vixels (2026)
This voxel-material experiment stores contours in data textures and evaluates them in the shader, so the surfaces stay sharp as you zoom in rather than blurring like a bitmap.

Tinyrise (2026)
Build the whole city, then zoom in and watch one tiny life use your stairs. Brutalist concrete, glass and brick blocks, bridges, cafés, real routes.

Terrain Lab (2026)
Carve and build streamed Surface Nets terrain in the same frame, plant forests, wake volcanoes, and dig up fossils in this sandbox.

TrontEQ (2026)
Zero-latency system-wide EQ for Windows. Custom audio driver (APO) inside the Windows audio engine, Rust GUI, 33 beat-reactive music visualizers.

YouTube Downloader (2026)
Save videos, MP3 audio, or both with a compact Rust app that lets you choose the quality and destination folder. It includes editable themes, custom window chrome, and bundled download tools in one portable Windows executable.

TrontSnap (2026)
Screenshots, recording with audio, offline OCR and an annotation editor. Search your TrontSnap and ShareX history together, choose dark or light themes, then paste or drag a capture straight into another app.

Floating Origin (2026)
Walk a million units from spawn without watching the world rattle apart. The floating-origin trick explained, with a Three.js infinite-IKEA sandbox.

TerrainArray (2026)
This tutorial and live WebGL2 demo show how bit-packed splat maps let you blend 32 or more terrain textures through one sampler.

AudioBounce (2026)
GPU-accelerated spatial audio occlusion for Unity, with voxel ray tracing and multi-bounce reflections. Early development.

ASCIICITY (2026)
Explore a sunny Miami-inspired city on foot or by car, rendered as live ASCII with Three.js.

BALLPIT (2026)
GPU contact physics testbed - 20,000 balls simulated with WebGPU compute. Left-drag to push, right-drag to pull.

critters (2026)
Build creatures from primitive shapes that an SDF blend-shell vertex shader joins into a seamless toon body. Their walking, hopping, and flight are procedural too.

Jenn's Farm (2026)
Grow a farm in a 3D browser game with click-to-play controls and an Animal Crossing-style curved world. It uses procedural textures and audio, and saves your progress automatically.

Colony (2026)
Dwarf colony idle game - Craft the World meets Cookie Clicker. 6 resources, 7+ buildings, tech tree, offline progress.

megabunk (2026)
Procedural terrain tech demo - a clone of MEGABONK's snake-walk world generation. Real-time tweaking, dynamic elevation.

Device History (2026)
A Windows USB device monitor that records connections and disconnections, with a desktop interface and CLI mode.

PowerShell Manager (2026)
Arrange windows into weighted grids, drag terminals into order, and make the workspace yours with ColorMagic Theme Studio.

SpaceView (2026)
Explore disk usage through squarified treemaps, with a smooth camera and lazy level-of-detail rendering. Inspired by SpaceMonger, SpaceView is built with Rust and egui and runs as a single portable Windows executable.

FishNet-EOS-Native (2026)
Standalone EOS transport for FishNet with zero PlayEveryWare dependency. Features host migration, voice chat, matchmaking, replay system, and 4-digit lobby codes.

SpeedSlap (2026)
Chrome extension for advanced YouTube playback speed control. Configurable shortcuts, scroll wheel control, draggable overlay, and speed persistence.

Volumetric Light Beam (2026)
Three.js port of HL2-style fake volumetric lights. Cylindrical billboarding + procedural noise on a flat quad - the same trick Valve used in 2004.

ConfigJoint Climbing (2025)
Physics-based Unity climbing with ConfigurableJoints for reaching, gripping, and pulling. Inspired by White Knuckle. Devlog and video.

CraftMine (2025)
AI-generated Minecraft clone with P2P multiplayer - 46 blocks, 36 mobs, 19 weapons. Runs in your browser.

vibesand (2025)
High-performance WebGPU sand simulation rendering 2+ million voxels in real-time at 60fps.

vibewater (2025)
3D water simulation using WebGPU compute shaders for high-performance fluid dynamics.

vibeduders (2025)
WebGPU demo rendering 100,000 active agents with individual behaviors and GPU-driven animation.

vibevoxelprobes (2025)
Voxel-based global illumination lighting probes demonstration with real-time light bouncing.

QuantumVibes (2025)
Full quantum double-slit experiment simulator with customizable parameters and wave function visualization.

VibeStar (2025)
Threaded A* pathfinding visualizer in a voxel world, demonstrating multi-core CPU utilization.

VibeCraft (2025)
Procedural voxel terrain with custom chunk-loading system and infinite world generation.

VibeBounce (2025)
Sparse Voxel Octree (SVO) and ray bounce visualization for real-time global illumination research.

VibeCar (2025)
Browser-based raycast vehicle physics with realistic suspension and tire models.

BoostMelon (2025)
Multiplayer racing prototype built with FishNet and Epic Online Services for seamless online play.

Spheres (2025)
Procedural packed texture generator for VFX with RGBA channel encoding.

FRIM Lerp (2025)
Interactive tutorial on framerate-independent smoothing with Unity code examples.

vibebeats (2025)
Interactive web-based music toy generating procedurally evolving melodic patterns.

vibeprime (2025)
Educational prime number visualization with dynamic interactive graphics.

ASCII Wolfenstein (2025)
Vanilla JS ASCII renderer emulating classic Wolfenstein raycasting with fisheye FOV correction.

2D AI Racer (2025)
Top-down racing with AI opponents demonstrating path-following and avoidance behaviors.

Bookworm Clone (2025)
Word-finding game with dynamic letter grid and dictionary validation.

Marble Game (2025)
Physics-based marble roller with dynamic track generation.

MakeupBeachSudoku (2025)
A mobile-first Sudoku recreation built in Phaser 3, inspired by classic makeup-themed girl games from Cosmopolitan.com.

PizzaPachinko (2025)
A heavily 'juiced' vanilla JS reimagining of the classic 'Pizza Pachinko' minigame from the Papa Louie series.

ShortPath (2025)
A vanilla JS visualizer exploring the 2025 Duan-Mao pathfinding breakthrough that bypasses Dijkstra's 40-year sorting bottleneck.

VibeSpace (2025)
An interactive 3D space flight prototype using Three.js. Features a procedurally generated universe, a web worker for performance, and a "boosty" autopilot.

VibePong (2025)
A hyper-stylized, audio-visual CPU vs CPU Pong simulation with dynamic physics and powerups.

VibeMaze (2025)
A 3D maze game rendered entirely in ASCII characters. Built with vanilla JS to explore 3D rasterization, collision, and lighting.

CellGen (2025)
A Unity editor tool for procedural dungeon generation and culling using a spatial hash grid.

Scamper (2024-2025)
A tense VR horror-adventure. My primary contribution was networking architecture.

Splitter4GPT (2024)
A web utility to intelligently split large text files into smaller, manageable chunks suitable for LLMs.

MonkePortals (2023)
A Gorilla Tag-inspired VR game featuring dynamic portal mechanics for traversal and puzzle-solving.

FarmVR (2022)
Plant, water, harvest, and sell crops with your own hands in a Quest farming sim inspired by Stardew Valley. I never got it to a releasable state.
Punchin' Duders (2021)
Punch dudes and watch them ragdoll in this physics-based VR brawler for Quest 2.

HackerPunk VR (2021)
HackerPunk is a multiplayer VR shooter with vehicles, weapons, spatial voice chat, and hookshot grappling in a cyberpunk world.

Heist And Jam (2020)
Made for Mix and Jam 2020 and missed the deadline. Oh well. Let's rob a bank.

Death Island (2020)
Mini Jam 53 entry, theme Oasis. Playable but unfinished, with a few secrets to find.

RigidbodyDuder (2019)
Unity demo for a robust character controller implemented using Rigidbody physics for smooth movement.

LoopStuck (2019)
Incomplete time-loop puzzle game for workingclassduck's jam. Repeat the same short window, learn the patterns. Outer Wilds at jam scale.

Roland (2018)
Cute 3D platformer about an orange ball that rolls around. A collaboration with Andre of Venturous Games. Never shipped.

A.I.1 (2018)
FomeDome's Descent-style Metroidvania built in PlayMaker. I pitched in with custom PlayMaker actions and C# help. We both burned out before it shipped.

Jenn's Cafe (2017)
A restaurant-building prototype I made for Jennifer, inspired by The Sims and Diner Dash. Arrange furniture, stack props, and save your cafe layout.

Humanity's Last Breath (2017)
DIVEJAM 2017 entry. Aim your sub with the mouse, shoot, thrust. Not very good, not that bad either.

7DaySpaceJam (2016)
A $15 bet that I could make a game in seven days. FreeSpace-inspired space shooter with a devlog on YouTube.

Dash Till Dawn (2016)
An endless runner where players must jump over hordes of oncoming zombies to achieve the highest score.

Guys, Girls, and Guns (2016)
Top-down zombie shooter with a strong multiplayer focus. Team up with friends to survive endless waves.

JS Runtime in Unity (2015)
Ludum Dare 34 entry exploring runtime JavaScript execution within a Unity application for dynamic scripting.

MP Zombie Shooter (2015)
Photon-powered top-down zombie shooter prototype. Explored multiplayer networking concepts.

BUTTLOADS! (2015)
A Motherload-inspired mining game made for Bacon Game Jam 09. Drill deep into the earth to find riches and reach the core.

Bear Party (2015)
Ludum Dare 33 entry under the theme "You Are the Monster". Play as a giant bear, smashing buses and eating children.

Super Turbo Ship Puncher 3 (2015)
48-hour Bacon Game Jam shmup, theme Millions Of Them. Dodge hundreds of enemies, grab thousands of pickups, score millions. Twin-stick with a controller.

Tiny Zombies (2015)
Just a bunch of tiny zombies. A Unity horde experiment.

Voxel Blocky Dungeon (2015)
Blocky Dungeon reborn in 3D voxels, inspired by 3D Dot Game Heroes. Dungeons plus the outdoors, on a rapid-release schedule.

VoxeFire (2015)
A voxel twinstick shooter for Amazon FireTV, featuring destructive environments and fast-paced gameplay.
CobbleConverter (2013)
Bukkit plugin that turns cobblestone into shop tokens for a Minecraft server economy.

Magic Archer (2014)
2D pixel art multiplayer game with live level editing. Built with Unity networking, dev streamed on Twitch.

platformershooter (2014)
A Super Crate Box clone made for Ludum Dare 31. Weapon pickups randomly change your firearm.

Binding of Isaac Clone (2014)
Twitch-streamed prototype of a Binding of Isaac-like dungeon crawler with procedural generation.

Don't Touch the Red Stuff! (2014)
A simple and challenging 1-day platformer game. Players must navigate treacherous levels avoiding red obstacles.

Blocky Dungeon (2014)
Voxel RPG on my own Unity voxel engine: runtime level editor, automatic texture atlasing, the whole scene batched into one draw call with dynamic lighting on mobile.

FezCraft (2014)
A Minecraft prototype implementing Fez-style rotating 3D blocks to reveal new pathways and perspectives.

Voxel Bomberman (2014)
A Bomberman-style game built with a 3D voxel art style, featuring destructible environments.

Voxel Helicopter Shooter (2014)
My last PlayMaker experiment before going back to pure C#. A voxel helicopter, guns, and not much more.

Thomas Was A Clone (2014)
Minimalist platformer inspired by Thomas Was Alone. Unfinished, but great practice for lighting and level design. Streamed on Twitch, viewers funded the Amplify tools.

Planet Jumper (2014)
Started as a PlayMaker forum answer, became an Android game: hop planet to planet and outrun the sun. Kenney art, PlayMaker only, a solid 60 FPS on a tablet.

New Years Game Jam (2013)
My New Years jam entry for 2013. It came out releasable, then I decided it needed more art polish than code.

3 Day RPG (2013)
An RPG in three days, stacked on top of OneGameAMonth crunch. TheVillageBlacksmith talked me into it.

Ludum Dare 26 (2013)
My first Ludum Dare entry on the theme of "Minimalism."
SuperSpy (2013)
A Minecraft plugin for spying on commands and private chat messages on a server.
CommandControl (2013)
Bukkit plugin that blacklists or password-locks abusable Minecraft commands, with logging and bans on failed attempts.

DungeonGen (2013)
A procedural dungeon generator built with three.js. Voxel tileset art by Yuukirus.
MobControl (2013)
Bukkit plugin controlling chunk spawns and breeding of mobs, made for a skyblock economy server.
KittyScript (2012)
An old Garry's Mod RP gamemode written from scratch. Long since broken.

That Dummy (2012)
A FlashPunk collaboration with Andrew Sandifer, featuring challenging platforming puzzles.

Dynamite Max (2011)
My 3D Flash game from before Stage3D. Papervision3D then Away3DLite faking 3D on the CPU, Box2D then Nape physics: a 2.5D physics platformer with a real level editor, rope bridges, joints and triggers. Rebooted once in FlashPunk. Never finished.

VaultScript (2010)
Fallout-flavored Garry's Mod RP gamemode. Abandoned when I moved to rural Missouri and switched to Flash games to pay the bills.

BomberTank (2009)
A long-lost Bomberman-style Flash game that featured customizable tanks and arena battles.
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