Interactive studies in Three.js

Corn Game three.js feature prototypes

A collection of demos exploring features I'm considering including in our upcoming Corn Game. These were written with heavy use of ChatGPT Codex.

Screenshot of the Field Notes flower collector demo

Field Notes

August 4, 2026

Explore the forest, find wildflowers, and fill in your field notebook. Testing a very specific stare to record mechanic. Subtle zoom effect, lets player know something is happening. Unknown flowers glow (inspired by elden ring).

Walk the meadow →
Screenshot of the Harvest Moon Maze demo

Harvest Moon Maze

August 5, 2026

Evaluating whether we can use billboards for rendering cornfields, as a stylistic choice. Different types of billboards are tested. There are some trinkets in the maze to collect.

Enter the maze →
Screenshot of the Woodland Dolly-Zoom Teleport Lab demo

Woodland Dolly-Zoom Teleport Lab

August 7, 2026

Dolly-zoom effect for teleportation (idea came from the hand thing grabby things from echoes of the eye). A myst-esc contraption using the effect.

Use the contraption →
Screenshot of The Pylon demo Second screenshot of The Pylon demo

The Pylon

August 11, 2026

Inspired by land of the lost, and Matt Smith's second tardis. Worked out some kinks with portals. Experimenting with different ways of doing windows (currently the simple way). Spatial audio for the sweep sound effect.

Investigate the pylon →

Twin Towers: 4D Cornfield

August 12, 2026

Test of 4d corn maze carving and object visibility profiles. Antichamber-inspired circular path with more than 360deg connects 2 towers, one of which is closer to the other than the other is to it.

Enter the 4D field →
Screenshot of the Corn Rendering near and far field demo

Corn Rendering

August 16, 2026

A near/far rendering study with single-card corn, a fixed windless capture tile, power-of-two clipmaps, procedural clouds, environment presets, and a tower.

Study the field →
Illustrated placeholder for the Stationary Screenspace Textures demo

Stationary Screenspace Textures

September 4, 2026

A shader test where textures stay centered in screen space while surface normals still drive lighting. Compared fixed, per-object, and per-pixel distance scaling. In the end I disabled the object offsets as pure screenspace look was better. But this meant distance scaling had to be disabled as well.

Inspect the surfaces →
Three cloth ghosts haunting a misty woodland crossroads

Spirit Crossing

September 5, 2026

NPC state machine test, also trying to get appearance of the ghosts right

Meet the spirits →
Lime-yellow Flying Scooters ride with turquoise and magenta vehicles

Flying Scooters

September 9, 2026

Recreating the sorely missed seabreeze flyers, with simulated aerodynamics on tail and rider-controlled rudder, inelastic constraints for the cables, and rigid body for main structure and tubs. Tries to detect "cable snapping."

Take the rudder →
Corn Game menu scattered across an elevated campsite view in a late cornfield

Cornfield Main Menu

September 15, 2026

Dummy menu with floating menu items, rotating view of the campsite, shifting cornfield, and other spooky effects.

Wait by the fire →
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