Tront's Games
Production work, games, experiments, and tools by Trent Sterling (Tront), Network Programmer and Unity Generalist on Project Demigod. Building in Unity, C#, VR, multiplayer, and GPU systems since 2009. Most of the browser games here are one self-contained HTML file: nothing to install, nothing to download.

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.

FELLSWOOP (2026)
A little forest. A very busy axe. Sweep a giant axe over a floating island and fell the grove in one swoop: pumpkin blasts, chain lightning, busy beavers. Then axe it all again tomorrow.

INKRIDE (2026)
Shared ink. Bad landings. Draw tracks in ink, ride them, crash beautifully. A physics sketchbook you can play alone or in a room where everyone draws and rides the same sheet.

Tiny Treads (2026)
Small tanks. Big grudges. Turn-based artillery with destructible terrain and 400 wild weapons: quick battles against the CPU, hot-seat, or online with a public quick join.

SEND DUDES (2026)
Outnumbered? Send dudes. Hold the core through three sieges, turn kills into reinforcements, unlock Titans. 200,000 fighters simulated on the GPU, blood that stays on the ground. WebGPU.

BREAKMASS (2026)
The city is ammunition. Voxel destruction sandbox: grab a building with the God Hand, rip it off its supports and throw it through the one next door. Rockets, bomb rain, real rigid-body collapses.

Buddy Bonk (2026)
Multiplayer ragdoll sandbox. Grab a limb, wind up, let go. One shared room, four players over WebRTC, 31 tools, and one Buddy who never learns.

DEAD ENDS (2026)
Top-down co-op zombie escape. Four survivors, huge hordes, smart AI squadmates, one red safehouse door. Play online with whoever is there or share a room code with friends.

Vixels (2026)
Vector materials for voxel blocks: contours in data textures, evaluated in the shader. Zoom forever, no bitmap blur.

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)
Streamed Surface Nets terrain sandbox. Carve and build in the same frame, plant forests, wake volcanoes, dig up a fossil.

BUTTLOADS 2 (2026)
First-person sequel to my 2015 jam mining game. Dig beneath your backyard, sell what you find, upgrade the cutter, follow the signal deeper. Early prototype.

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.

TrontSnap (2026)
Screenshot + screen recorder in one portable exe. Global hotkeys, instant gallery, MP4 with audio, GIF export, drag shots straight into Discord. My daily-driver capture tool.

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)
Bit-packed splat maps in WebGL2: blending 32+ terrain textures through one sampler. Tutorial + live demo.

AudioBounce
GPU-accelerated spatial audio occlusion for Unity, with voxel ray tracing and multi-bounce reflections. Early development.
ASCIICITY
Explore a sunny Miami-inspired city on foot or by car, rendered as live ASCII with Three.js.

BIOMASS (2026)
Tower defense against 100,000 zombies simulated as a fluid, entirely on GPU compute. Giants, lasers, WebGPU right in the browser.

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

TUNNELRAT (2026)
6DOF procedural mine crawler. Descend through biomes hunting keycards, dodging hazards, managing shield and energy.

Campfire (2026)
Cozy multiplayer hangout around a campfire. P2P peer sync, procedural critters, WASD to walk, chat, and pet the wildlife.

critters (2026)
Procedural creature sandbox: primitive shapes fused into seamless toon critters by an SDF blend-shell vertex shader. Walks, hops, flies, all procedural.

Jenn's Farm (2026)
3D browser farming game with Animal Crossing world curvature. Procedural textures and audio, click-to-play farming, auto-save.

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
A Windows USB device monitor that records connections and disconnections, with a desktop interface and CLI mode.

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

SpaceView (2026)
A fast disk space visualizer inspired by SpaceMonger. Squarified treemaps, smooth camera, lazy LOD. Built with Rust + egui. Single portable .exe.

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)
Cozy farming sim in VR: plant, water, harvest and sell with your own hands. Stardew Valley meets Quest. Never reached a releasable state.
Punchin' Duders (2021)
VR brawler on Quest 2. You punch dudes, they ragdoll. Physics-based combat that never stops being satisfying.

HackerPunk VR (2021)
Cyberpunk hacking game in VR: jack into systems, navigate virtual spaces, avoid ICE. Neon grids and data streams on Quest 2.

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)
Cafe game prototype from 2017. The itch page still says the build is incoming.

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 from the winter of 2014.

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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