Real-time spatial engine

Built in three dimensions

A rendering engine that responds to every scroll and every movement of the pointer — geometry, light and particles computed on the GPU, sixty times a second.

01 — What it does

Geometry that answers you.

001

Scroll drives the camera

Scroll position maps directly to camera distance and object rotation. Nothing is on a timer — stop scrolling and the scene holds exactly where you left it.

002

The pointer moves the light

The specular highlight and the mesh's tilt both track your cursor, with damped easing so the motion has weight instead of snapping.

003

Particles on the GPU

Two thousand points orbiting the mesh, positioned in the vertex shader. No per-frame DOM work, no layout, no jank.

0
GPU particles
0
Mesh triangles
0
Target FPS
0
Libraries used
02 — How it is made

Raw WebGL. No framework.

The whole scene is hand-written WebGL — a procedurally subdivided icosphere, a Phong lighting model with a fresnel rim, and an additive particle pass. No Three.js, no CDN, nothing to fail on a slow connection. The entire page is one file.

Geometry

Procedural icosphere

Twenty faces subdivided twice and normalised to a unit sphere, generated at load — no model file to download.

Shading

Phong + fresnel rim

Diffuse and specular from a pointer-driven light, plus a view-angle rim term that gives the edge its glow.

Fallback

Degrades honestly

No WebGL context, or reduced-motion enabled? A CSS aurora takes over and the layout is untouched.

Move your cursor. Then scroll.

Concept build — front-end demo, not a client project Built by MediaDock