crazykickboxer

Point-cloud rendererscrazykickboxer

GPU point-cloud and particle renderers, bolted onto software that never asked for them.

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Three projects, one renderer

Selected work

  • / VKQUAKE

    Particle Quake: Aftershock

    Quake redrawn as layered particle surfaces on Vulkan, with a PhysX sandbox where rockets break real holes in the walls.

  • / TERMINAL

    AmberSSH

    A Windows terminal and VNC client where every character is a constellation of GPU particles, built on DirectX 12 with no browser engine anywhere in it.

  • / WARZONE 2100

    Holo Battlefield

    A Vulkan particle renderer inside Warzone 2100, drawing the real terrain and the real meshes as point fields, with water that reflects without leaking what you have not scouted.

What this is

One idea, three hosts

Each of these takes an existing program's geometry, samples it into a dense, persistent point cloud on the GPU, and lights it like a lidar return on an amber phosphor display.

The drawing path is the part that gets replaced. Game logic, network code, input, simulation, demos and random state are left alone, which is what makes the results verifiable and the ports repeatable. The one deliberate exception is Aftershock's destruction sandbox, a local single-player mode that really does change the world it runs in. Particles carry stable IDs across frames, so nothing swims: culling, compaction and indirect draw happen entirely on the GPU, and the picture stays anchored to the world it came from.

Who built this