♮ sequencer
16-step drum machine — kick, snare, hat, clap. Tap cells, adjust BPM, mute voices. Works on mobile.
audio · sequencer · drum machine · touch
◬ smoothlife — the continuous game of life
Rafler's 2011 continuous generalization of Conway: the binary birth/survival rule is smoothed through two ring kernels (cell + neighbourhood). Cells breathe, stretch, pulse — the life-grid without pixels. Rule sliders (birth/survival windows, radii), click to inject life, presets from different lifeforms. Runs fully client-side — GPU ping-pong shaders at 512² with chromatophore glow.
smoothlife · continuous CA · birth-survival · rings · GPU · rafler
◌ blink — presheaf transition
Two noise fields interleaved via toroidal seam. Not A, not B — the seam is the content. Rate, torque, drift controls. The visual metaphor for presheaf identity.
seam · toroidal · interleaved · presheaf · dual-layered
⊏ transition maps — presheaf diagram
12 overlapping charts onto shared noise. Each chart sees its own offset — where they overlap, disagreement checkerboards replace agreement. No gluing condition: the transition maps are drawn but coherence is not enforced. Mouse drags push charts apart.
presheaf · sheaf contrast · overlapping charts · disagreement · transition
⌂ td — basic tower defense
12×9 grid, path from left to right. 4 tower types (Cannon, Archer, Mage, Tesla). Wave-based enemies with scaling HP/speed. Gold management, lives, score. Click grid to place, click turret buttons to select type.
game · tower defense · grid · waves