games.

Playable things, built entirely from code. No models, no textures, no audio files — every mesh, colour and sound is generated at load time. The Darwin's Island line runs on Three.js; the three block-history games share one hand-rolled WebGL2 engine and ship as a single HTML file each; Particle Life is plain canvas and arithmetic.

third person

Darwin's Island 3D — V2

The same world as III, seen from inside it. The camera comes down behind your creature — grass at chest height, trees taller than you, a horizon worth walking to. Click to move, hunger still runs the clock, all four modes.

Three.js · ground-level camera · 147,456 cells · procedural

survival

Darwin's Island III

A big quiet world where food is scarce, your own hunger is the clock, and nothing chases you across the map. Pick a mode — Survive, Ascend, Wander or Hardcore — and see how long you last. 384×384 cells, streamed.

Three.js · 147,456 cells · four modes · hunger · procedural

tier 1 → 12

Darwin's Island II

Grid-based rebuild. Click to move, eat your way up a 55-creature food chain and reach apex before four rivals do — or before the clock runs out. Every creature is data selecting from a parts vocabulary, so no two runs show the same island. Ships with a map editor: press M and paint your own.

Three.js · 55 creatures, 190k anatomy combinations · bestiary

tier 1 → 11

Darwin's Island 3D — V1

Third-person, down at ground level. Survive, eat, evolve. What you eat decides what you become — a carnivore, a herbivore or an omnivore, branching every tier. Three apex forms, each with a counter. A rebuild of the Warcraft III map.

Three.js · 130k grass blades, 1 draw call · procedural

emergence

Particle Life

Evolution in a dish, and you are in it. Six particle species with an asymmetric attraction matrix — one chases another that flees a third — and cells, membranes and hunting packs fall out of the arithmetic rather than being drawn. The newest build hands you the cursor: herd a species, feed it, and out-evolve a rival that mutates on its own clock. Every build is kept playable forever; the menu is the archive.

canvas · emergent behaviour · run-based survival · frozen archive · procedural

1890 → 2145

ChronoBlock

The original. One city block rebuilt across seven eras — the same nine lots, reimagined from gaslight to arcology. Watch a building morph into its own future.

273 KB · hand-rolled WebGL2 · generative score

1776 → 2069

Signal Row

Getting the word out: pamphlets, telegraph, radio, television, cable, streaming, neural broadcast. The block stays; only the medium changes.

218 KB · 7 eras · click anything for lore

117 CE → 2087

Vox Plaza

Public argument through two millennia — the Roman forum, the pulpit, the coffee house, the soapbox, the broadcast, the feed.

217 KB · widest span · autotour with T