The one I'm most proud of. A from-scratch Minecraft terrain generator that throws out layered noise and replaces it with an actual plate-tectonic and erosion simulation — crustal uplift, fluvial incision, drainage, sediment transport — run once per seed and fully deterministic, so the same seed carves the same rivers and ridgelines down to the block, every time.
The simulation runs offline on a 1280×1280 cell grid over a 10,000-block world (hydrology
solved on a finer grid so rivers resolve properly), then a custom NeoForge chunk generator
turns it into terrain. A landscape-evolution solver re-solves erosion and drainage together
each step, so channels migrate and capture one another into a real dendritic river network
instead of noisy gullies. A layered rock stratigraphy controls how fast ground wears down
— hard rock holds ridges, soft rock erodes into valleys — soluble rock dissolves
into karst sinkholes and cave systems, and eroded material gets routed downhill and deposited
back into floodplains and deltas. Ships with /mantle locate and
/mantle tp commands for finding and jumping straight to terrain features. Still
early and actively evolving.
A Minecraft world generation mod I've built and maintained since 2025. Custom terrain generation on the Fabric modloader — still actively updated.
An addon mod for the Create mod, built for Fabric. Part of the same modding work that's pulled in 800k+ combined downloads across my Modrinth projects.
Another Minecraft mod, published and maintained on Modrinth.
Yes, this site. Retro look on purpose — canvas-based cursor trail, a hidden terminal, scroll-triggered reveals, and a text-decode effect, all with zero dependencies and zero build step. Sometimes the constraint is the point.