execur.org
Developer, graphics & simulation Portfolio / 2026

Graphics & simulation, built from scratch in the browser.

I write renderers, simulations and the servers behind them, mostly in TypeScript and WGSL, sometimes in C++ and Java. Everything on this site runs on a machine I host myself.

01Projects

Live on execur.org

Each project gets its own address under execur.org. They open in an ordinary browser tab and need nothing installed.

$ ls ~/projects1 live
hollowgrove

A shared real-time 3D world for up to 200 people at once. Rendered with Three.js, with character animation solved procedurally at runtime, and an authoritative server simulation streamed to every client with server-sent events. three.js / typescript / node / sqlite

checking hollowgrove.execur.org ↗

02Highlights

Everfar

A level-of-detail renderer for Minecraft. It doesn't live at a web address, but it's the rendering work I'm proudest of.

A coastline with forest and open ocean running out to a distant horizon. The far terrain is drawn by Everfar.
Fig. 1Far terrain past the game's own view distance, drawn by Everfar. Minecraft 1.21.11.

Minecraft normally stops drawing the world a few hundred blocks out. Everfar takes over terrain rendering and keeps going to the horizon.

Far blocks keep their textures, take their shapes from the game itself, and match its colours, fog and lighting, so the hand-off to the game's own chunks is hard to spot.

Kind
Loader-free Java agent with a setup wizard
Graphics
OpenGL 3.3 and 4.6, Vulkan
Versions
1.20.1 to current snapshots
Runs with
Vanilla, Fabric, Forge, NeoForge, Sodium
Status
In development

03Stack

What I build with

Rendering
WebGPU / WGSL / WebGL / Three.js / OpenGL / Vulkan / Direct3D 12
Simulation
Planet-scale terrain / erosion / atmospheric scattering / procedural animation / GPU compute
Languages
TypeScript / C++ / Java / Python
Servers
Node.js / SQLite / server-sent events / self-hosted