
Wave Survival Arena
A round-based co-op survival engine in three.js: escalating waves, barricades foes tear down and you rebuild, upgrades between rounds and an AI ally who fights and revives you.
Go from a brief to a finished deliverable: web sections, decks, films and images with live demos, plus multi-stage workflows with working scripts and explicit quality checks.
Hand-picked skills, the free ones first. The full catalog holds all 331, with every filter.

A round-based co-op survival engine in three.js: escalating waves, barricades foes tear down and you rebuild, upgrades between rounds and an AI ally who fights and revives you.

A first-person easel in a small red gallery: a bristle brush lays thick oil with real relief, wet Kubelka-Munk mixing, dry-brush breakup and spatter, in three.js.

A three.js kart racer: eight round critters on three toy tracks (land, sky, water), three-tier drift boosts, perfect starts, invented items and honest catch-up.

Troubleshoot three procedurally drawn boards with a multimeter, magnifier and soldering iron; every reading comes from a DC nodal solver of the netlist with the fault injected.

A three.js arena party game: four bumper balls scramble for raining coins for ninety seconds, bumps spray purses across the floor, and personality bots stand in for players.

A nightmare-cute crank machine: drag in circles and a real gear train, cams, a Geneva turret, bellows, googly eyes and tiny teeth wake up to a music-comb lullaby.

A three.js dice tray: type dice notation, throw dice simulated by a small rigid-body engine, and read the faces that land up, with kept and dropped dice, exact odds and history.

A three.js manual typewriter that works: keys swing type bars onto the paper, the carriage steps and returns with a bell, and the page exports as PNG and plain text.

A playable three.js hero: steer a procedural toon boat around an original island diorama, with banded water, shore foam, a live wake, a follow camera and day and dusk light.

A 12-second three.js cartoon gag: two original characters, toon shading, squash and stretch, and wide, close-up and reaction cuts on a beat grid, with synthesised sound.

A physics balance builder for the browser: balloons ferry loads to a floating island that tilts on its anchor, with JSON levels, a tilt gauge, score, tutorial and touch play.

Turn a rooms-and-exits JSON graph into a walkable low-poly three.js world: a grid layout solver, passages and stairs, keyboard and touch walking, a minimap and room cards.

A twelve-second backlit shadow play: jointed card puppets on rods, a flickering lamp behind a paper screen, layered scenery, coloured gels and curtain and iris wipes.

A thermal printer on screen prints any list line by line with a synthesised print-head buzz; pull the paper down, tear it off and keep the receipt as a PNG.

A twelve-second cut-paper explainer: cuttings, halftone photos, notes and stamps pinned to a board and joined by string as the camera follows the argument, beat by beat.

A twelve-second film of a real algorithm at work: it runs on a small input, records a trace, and every frame, number and caption is drawn from that trace.

A musician or podcast landing page with a live Web Audio loop and a canvas ring that reacts to it: radial spectrum, waveform circle, beat-synced particles and a step sequencer.
A teaching deck drawn in chalk: hand-wobbled SVG diagrams that draw themselves step by step on each key press, an eraser between boards and print-ready handouts.

Turn a floor-plan JSON into a lit three.js home: a dimensioned 2D plan, a dollhouse cutaway and a first-person walk, with room areas, furniture, a sun slider and a measure tool.

A twelve-second isometric 3D explainer in three.js: an order travels through four stations on a primitive-built diorama, with station labels, a step counter and a tracked tag.

A three.js koi pond at dusk: koi that school with boids steering and race for food you drop, analytic ripples, caustic light, drifting lily pads and a moonlit mode.

An eleven-second three.js film of a night pit stop: eight crew lift a car, swap four wheels with sparking guns and release it, every move cued from one master timeline.

One unbroken zoom through nested scales, planet to tabletop: procedural vector plates in log space, an honest scale HUD and an optional seamless loop.

A three.js flight through a procedural storm: ray-marched cloud cells, rain, lightning with delayed thunder, a flight model and HUD, ring gates and a night city route.

A filmmaking animatic from procedurally drawn storyboard panels: slate, push-ins and pans, burned-in shot cards, a shot strip and running timecode, editable per shot.

A twelve-second film of a scripted command-line session: human typing with a fixed typo, streamed output, a progress bar, and a camera that finds the lines that matter.
A tech-talk deck that lives in a terminal: typed commands, highlighted code with line-focus steps, a diff, box-drawing architecture and benchmark bars.

A distributed-team dashboard: a dot-matrix world band with a live day/night terminator, teammates' local times, overlapping working hours and a best-meeting-time finder.

A twin-stick roguelike engine for the browser: a seeded room graph, doors that lock until a room is cleared, four enemy behaviours, pickups, a minimap and touch sticks.

A ten-second square podcast audiogram: generative cover art, a scrolling speech waveform, word-synced captions, episode title, hosts and a progress bar.

A deep-zoom timeline where eras open into centuries, decades, years and single days, with a minimap, a time-machine flight between two moments and a list of what is on screen.

A three.js island ferry stop on a floating diorama, driven by a weather state machine: clear day, rain, aurora night and petal storm blend sky, light, fog, water and lanterns.

A turntable-style music player: a spinning record with real track bands, a self-cueing tonearm, a waveform scrubber, a track list and a generative cover. No audio.

Explore three tiny worlds above the clouds: tend a rose, light a lonely lantern and align a brass star globe, with an original traveler, real walking and a cinematic journey.

A three.js site study: massings on a block, the sun's path and live shadows for any latitude, date and time, a sun-hours heatmap, park shade and a point's first and last sun.

A run of twelve five-second microgames and a boss: one-word instructions, a rising tempo, four lives and a score, on an engine where every game shares one small interface.

Measure a film's pacing before release: cuts to the frame, shot lengths and spread, near-still frames, dead stretches, a motion heat map and cuts against a beat map.

Ten painted-wood contraptions hand one push down a sunlit workshop wall, played from a fixed-step physics model with a live energy ledger, cameras and tuning.
Web sections, slide decks, films and images built with three.js, WebGL, Canvas and SVG. Every card is a live sample your agent learns to rebuild from your brief.
Each tool runs here on fictional sample data and keeps the files you open in your browser. Its package adds the tested engine, so your agent can run the same calculations on your data.
Browse visual skills by technique: three.js, WebGL and shaders, Canvas or SVG. Every demo runs in your browser with no sign-up. All collections
Look past the prompt. Every featured workflow includes the process, resources, and acceptance criteria needed to produce something you can actually use.
Understand the package formatInputs, decisions, failure recovery, and a clear definition of done.
Readable source and fixtures. Nothing runs just because you install it.
See which tests passed, what they cover, and what remains untested.
Keep the source assets and reports, with explicit dependencies and limits.
Longer examples than a single skill's demo: short films with interactive lessons, a caption editor, a cache lab. Each runs in your browser and states its limits. All studies
Interactive lesson · 30s filmBorrowed LightOne light. Two different stories.
Product explanation · 22s filmRequest RelayTwo attempts. One receipt.
Interactive caption editorCUTLINEMake every caption intentional.
Interactive cache lab · 34s filmThe Near ShelfFast can still be old.
Interface comparison · 30s filmDesign Decision StoryShow why the screen changed.
Interactive scene boardStoryboard Beat SheetOrder the scenes before anyone shoots.