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Report abuseGame dev since 2009. Started modding Halo CE, Minecraft, and Garry's Mod, never really stopped. I build multiplayer frameworks, VR games, desktop tools, and an unreasonable number of side projects.
Multiplayer Networking - I built eos-native from scratch: a standalone multiplayer framework for Unity on EOS P2P. Mesh networking, zero-hitch host migration, spatial voice, ranked matchmaking, replays, anti-cheat. No FishNet, no Mirror, no middleware. Multiplayer is a pain in the ass, which is exactly why I'm good at it.
VR - Quest-native, not just PCVR. If it doesn't run on Quest hardware I'm not interested. Currently: a voxel portal game with compute shader terrain + physics-based gorilla locomotion.
Tools + Overlays - If something annoys me enough, I build the fix. A system-wide EQ with its own audio driver, the screenshot tool I use daily, a disk treemap, a Unity Hub replacement CLI, Discord bots, and GPU-rendered desktop overlay games in Rust built for streaming.
TrontEQ - Zero-latency system-wide EQ for Windows. A custom audio driver (APO) living inside the Windows audio engine, driven by a Rust GUI: 8-band parametric EQ, compressor, limiter, A/V-sync delay, and 33 music visualizers that follow the beat. Site
TrontSnap - Screenshot tool + screen recorder in one portable exe. Global hotkeys, instant gallery, MP4 recording with system audio, GIF export, drag a shot straight into Discord. Raised on ShareX, built my own; daily driver. Site · Releases
eos-native - Standalone multiplayer framework for Unity built on EOS P2P. Mesh networking, zero-hitch host migration, voice chat, ranked matchmaking, replays, anti-cheat. 7 platforms, 100% free. Docs · Blog post
SpaceView - Disk space treemap for Windows, SpaceMonger style: your whole drive as one picture. Rust, fast on huge drives. Site
critters - SDF blend-shell creature sandbox, live in the browser. Squishy procedural creatures from math, no meshes.
| Repo | What | |
|---|---|---|
| vibesand | WebGPU voxel sandbox - 2M particles at 60fps | |
| vibewater | 3D water sim with WebGPU compute shaders | |
| vibeduders | 100K GPU-driven agents with individual behaviors | |
| vibespace | Infinite procedural space sim | |
| shortpath | Dijkstra vs Duan-Mao pathfinding visualizer | |
| lofigen | Procedural lo-fi hip-hop generator | |
| device-history | USB device monitor with system tray + nicknames | |
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catswarm | 1000 procedural cats swarming your desktop |
| craftmine | Browser Minecraft clone - single HTML file | |
| lerp | Framerate-independent lerp visualizer | |
| speedslap | YouTube speed control extension - I watch everything at 3x | |
| csharp-gentle-formatter | C# formatter that respects your blank lines |
Not open-source yet, but you can see what they do:
RuntimeCSG - Real-time boolean modeling for Unity. Brush-based CSG at runtime, not just in-editor.
AudioBounce - Ray-traced spatial audio SDK for Unity. GPU-accelerated sound propagation.
Toaster - GPU voxelizer and path tracer for Unity. Turns any mesh into voxels on the GPU.
C# Unity HLSL/Compute Shaders Rust Python TypeScript Go WebGPU WGSL EOS SDK FishNet
tront.xyz · Blog · eos-native Docs · Discord · Twitter · Bluesky · itch.io
"finishing the game is actually its own skill"
"I hate multiplayer lmao" - "aren't you getting paid to hate multiplayer?" - "yes. and that makes me hate it more"
"if you cant physics a door why even door"
Standalone FishNet transport using Epic Online Services (EOS) directly via raw C# SDK. No PlayEveryWare dependency.
C# 5
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
This is a simple rigidbody FPS/3rd person movement project for Unity. The rigidbody player character is moved using ONLY ADDFORCE! This makes sure that interpolation works, and it also allows for o…
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