Into uncharted systems

Things I'm making.

A home for my projects — shipped, in progress, and still just sparks. Move your cursor through the void.

Orrery

bandwidth that doesn't grow with the crowd

Orrery is the networking layer beneath the world. Move a crowd the normal way and the cost climbs with every entity you add. Orrery barely moves — the same handful of bytes no matter how large the crowd. Push the crowd higher below and the gap only widens.

100,000 entitiesdrag the handle to compare
Entities
Orrery emit rate
higher rate = fresher tracking, still a rounding error of bytes
Normal · 1 Hz · per entity
0.48 MB/s
0.0 MB sent
Orrery · 1 Hz
320 B/s
0.0 KB sent · all 100,000
Bandwidth
1,500× lighter
flat as you scale · 0 MB saved

Why "Orrery"? An orrery is a clockwork model of the solar system — a set of fine brass gears that turns to reproduce the orbits, speeds, and motions of every planet and moon around the Sun. A small mechanism standing in for something vast.

Continuum

one live world, everyone in sync

Each node is an in-memory database backed by software transactional memory — and all the logic runs here. A node leases records from the store (watch a cell turn its colour), then runs every reducer as an atomic transaction in its own memory — committing, or retrying on conflict. A player's action reaches the gateway, commits on the node that owns the affected record, and streams straight back to that region's clients as a live delta. The store just holds the durable copy — the node reaches down to it only to lease a new record or persist a change (the occasional trip to the right). As load shifts, players are handed off between nodes. Click a player to send an action.

nodes run the logic in memory · the store only persists
action node A node B node C retry
Commits
0/s
STM transactions landed
Deltas fanned
0/s
live updates streamed out
Retries
0/s
conflicts re-run atomically
Leased records
6 / 24
under exclusive node control

Why "Continuum"? A continuum is an unbroken whole with no divisions — like the spacetime continuum, where every point flows seamlessly into the next. One world with no seams, however many machines hold it up.

Cosmic Web

servers carve up the interaction graph

The world isn't a map — it's an interaction graph. Players are nodes; every interaction (proximity, combat, trade) is an edge. Servers own cohesive clusters of that graph, and the boundary between them is a min-cut — the fewest interactions crossing servers. As play shifts, the graph re-clusters: a heavy cluster splits along its weakest cut and a fresh server takes half; light ones merge. No spatial borders. Click to spark a burst of interactions and watch a cluster form, then split.

interaction graph
each colour = one server node = player · edge = interaction cut edge · crosses servers
Servers
1
cohesive clusters owned
Cut edges
0
interactions crossing servers — minimized
Rebalances
0/min
splits & merges, automatic

Why "Cosmic Web"? The cosmic web is the universe at its largest scale — galaxies drawn by gravity into glowing filaments and dense clusters, threaded across immense voids. A structure defined not by borders, but by what pulls together.

Ephemeris

scrub and replay the world's history

Every change the world makes is recorded, in order — a complete history you can rewind. The world's state is just those changes replayed in sequence, so you can travel to any moment: drag the timeline to rebuild the exact world at that point, or press play to watch it unfold. Nothing is ever overwritten — every step stays on the record. Drag the timeline, or press play.

every change, in order · deterministic replay
drag the timeline to scrub — state is rebuilt from the log
Transaction
0 / 480
committed changes, fully recorded
Ops replayed
0
SET / DEL applied in order
World time
T+0.0s
state reconstructed at this instant

Why "Ephemeris"? An ephemeris is an astronomer's table of positions — where every planet, moon, and comet sat in the sky at each moment in time. Look up any instant and read back the exact state of the heavens.

Selected work

updated 2026
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