crazykickboxer

About

Who built this

One person, a GPU, and a habit of replacing renderers in software that already works.

Josh

I build GPU renderers and drop them into programs that were never designed to have one swapped out.

The three projects on this site share a core: sample geometry into a persistent point cloud, keep every point's identity stable across frames, cull and compact on the GPU, and draw with indirect calls so the CPU never has to know how many points survived. The look, amber phosphor, scarlet cores, bloom, chromatic aberration, is deliberate and consistent because it is the same pipeline each time.

The rule on every port is the same: touch the renderer, nothing else. Quake demos still play back frame-exact. Warzone 2100 stays lockstep-deterministic in multiplayer. AmberSSH is a real terminal first and a particle system second. If the host program's behaviour changes, the port is wrong.

Tooling is Vulkan and Direct3D 12, C++20, compute shaders, and a lot of frame captures.

Contact

Elsewhere

Colophon

This site

Static HTML and CSS with a few lines of JavaScript for motion preferences. Type is JetBrains Mono and IBM Plex Sans, both self-hosted under the SIL Open Font License. Nothing is loaded from a third party; there is no analytics, no tracking and no cookie.