about/

Graphics programmer and creative coder. Shaders, simulations and real-time rendering for the web, installations and native engines.

01

approach/

APPROACH

I build things that render in real time: shaders, simulations and small engines that run in a browser tab, on an installation PC or inside a native app. Most projects start as a single fragment shader and grow only as far as the idea needs.

I prefer procedural over authored, analytic over sampled, and one well-tuned pass over five generic ones. Constraints — a phone GPU, a two-tone dither, a frame budget — are where the interesting decisions happen.

02

tools/

CAPABILITIES
  • Languages — Rust, WGSL, GLSL, TypeScript, a little C++.
  • Graphics — wgpu, WebGPU, WebGL2, raymarching, compute simulation, post-processing.
  • Web — Astro, vanilla CSS, WASM toolchains, performance budgets.
  • Native — winit, hot-reloading shader pipelines, offscreen rendering for stills and posters.
03

philosophy/

OPEN SOURCE

Ideas in a renderable format. If something can be shown running, it should be — a live frame explains more than a paragraph.

Most of this work is open source. Read the shaders, fork the scenes, break them. Focus, render, simulate, explore, repeat.

~/datamosh/contact/

Say hello or start a collaboration.

2 items

Let’s render
something.

I’m always open to interesting projects, collaborations and experimental ideas.

GET IN TOUCH
  • REAL-TIME
  • GRAPHICS
  • SIMULATIONS
  • TOOLS
  • OPEN SOURCE
  • AND MORE.