3D Pong
Classic Pong. Rendered in three dimensions.
The original arcade game reimagined in 3D — paddles, ball, and court sitting at 0,0,0 in a larger world. Beat the AI to 7.
Decentraland worlds and browser arcade games. Teal = plays in browser · Amber = Decentraland
Classic Pong. Rendered in three dimensions.
The original arcade game reimagined in 3D — paddles, ball, and court sitting at 0,0,0 in a larger world. Beat the AI to 7.
Keep the balls alive. Route them through the loops.
A Breakout variant with a twist: balls can enter LoopShoot channels around the screen edges for score multipliers. Keep them alive as more balls spawn over time.
Navigate the ruins. Find the path.
A ghost-town parkour world in Decentraland. Navigate crumbling structures, find hidden routes, and survive the haunted landscape. Ludum Dare hackathon winner — built with AlexAna.
FF1-style tile-based RPG — framework proof-of-concept
A tile-based RPG prototype using Final Fantasy I as the reference blueprint. Proved out TileToTileMover, encounter system, battle screen, dialogue, and NES-style map data on the DN framework. Build paused after Sprint 2 — framework goals achieved.
Interactive entity behaviors, popups, inventory, and quests — all in one test world.
A 2D test world that demonstrates the DN gameplay framework: resource gathering, crafting/smelting, NPC trading, farm plots, fishing, loot chests, and multi-phase quests. Built as a crossover sprint to port the DCL popup/behavior/data architecture to the web game framework.
Seeded fBm noise → smooth triangulated terrain mesh. Chunk-based, DCL-ready.
Proof of concept for terrainGen3D.js — smooth mesh terrain from seeded fractional Brownian motion noise. 5×5 chunk grid, height-based biome coloring, wireframe toggle, and GLB export for the DCL pipeline.
VOX file loading + procedural InstancedMesh. DN Framework 3D PoC.
Proof of concept for the DN 3D voxel rendering module. Loads a MagicaVoxel .vox file via VOXLoader and toggles to a procedural InstancedMesh demo. Orbit controls for inspection.
Three caves. One map. Find your way through the fog.
Procedurally generated cave exploration. Navigate fog-of-war terrain from your starting cave (Area A), find the central hub (C), and push through to Area B. Every map is unique — randomised cave shapes, wall rings, and corridors generated fresh each run. Built on the DN framework's MapWalkerA tilemap system.