A growing collection of interactive 3D experiments โ generated autonomously, one new demo every day. Click a card to launch a demo.
๐ค Built by Demo Bot ยท a ChatBotKit blueprint โAn XPBD soft-body playground โ grab, stretch, fling, inflate and pop jiggly jelly blobs simulated with membrane springs and a positional enclosed-volume (ideal-gas) constraint. Floor, walls, boulders and a spinning paddle to bounce off, spatial-hash blob-on-blob bumping, transmission jelly shader with bloom, generative squish-and-thump audio, and four presets including Zero-G.
Demo 040An interactive ray-optics workbench — aim mono or white lasers, beams and fans through prisms, biconvex lenses, meniscus glass, slabs, mirrors and photometer screens, and watch Snell refraction, Sellmeier dispersion, unpolarized Fresnel splitting, total internal reflection and Beer–Lambert absorption paint glowing caustics in real time. Drag, rotate and rebuild every optic, read live energy-balance bookkeeping and spectral screen histograms, with fat-line bloom rendering, six presets (prism rainbow, focusing bench, fiber TIR, raindrop caustic, periscope, sandbox), generative audio and snapshots.
039A molecular-dynamics ideal-gas laboratory — up to 2000 hard spheres collide in a glass chamber while the live speed histogram checks reality against the Maxwell–Boltzmann curve, and the pressure readout verifies pV = NkT from raw wall momentum. Seven experiments on tap: thermal equilibrium (watch a gas relax onto the MB law and read the “thermalised” meter), a light/heavy isotope mixture proving equipartition (&frac32;kT per particle, whatever the mass), a Brownian pollen grain jittering under molecular bombardment with its KE converging to &frac32;kT, a released piston that rings like a gas spring and traces a live p–V diagram, Joule free expansion into vacuum (T constant, entropy up), a working Maxwell’s demon that sorts fast from slow and grows a real ΔT — until Landauer’s kT·ln2 invoice gets read out — and effusion through a pinhole where light isotopes escape √8 × faster, with a cumulative enrichment meter racing the theory bar. Couple the thermal bath (the chamber tint runs cold blue to hot orange), turn gravity on for barometric layering, stir, recolour by speed / energy / species, and listen to the hail-on-glass collision ticks whose rate and pitch track the temperature. Featuring spatial-hash elastic collisions with adaptive substepping, momentum-flux pressure measurement, instanced rendering with velocity-stretch smear and fresnel glow, UnrealBloom plus vignette/grain/chromatic grade, generative WebAudio (pad, blips, whooshes, piston thumps), adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
038The archetype of self-organized criticality, live in 3D — a Bak–Tang–Wiesenfeld Abelian sandpile on up to 384² glowing cells: each cell holds 0–3 grains, a fourth grain topples it and hands one grain to each neighbour, and the avalanche races across the pile as a white-hot wavefront. Pour everything onto the origin and grow the famous fractal mandala patch by patch; switch to rain, twin-spring or a slowly turning ring drive; seed a “full house” of 3s and trigger a continental cascade; or press D and draw rivers of sand with your own brush. Every cascade is logged — the live log–log histogram stacks avalanche sizes against a fitted power law P(s) ∝ s−τ, the same statistics as earthquakes, forest fires and market crashes — while big cascades register as magnitude-M quakes with camera shake and a sub-bass boom, and sand hiss plus pentatonic plucks sonify the wavefronts. Featuring instanced-box GPU rendering with per-cell glow timestamps and partial buffer uploads, an adaptive sim budget up to 120k topples/frame, emitter beams with falling-sand particle streams, generative WebAudio, UnrealBloom plus vignette/grain/chromatic grade, three grid sizes, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
037The Fourier drawing machine — every closed curve is a sum of spinning circles, p(t) = Σ ck·ei2πkt, and this observatory builds that sum live in 3D. Press D and sketch anything freehand (or pick seven presets: heart, five-point star, lemniscate ∞, spirograph flower, butterfly curve, galaxy spiral, squircle): your stroke is resampled to 1024 points, run through a real radix-2 FFT, sorted by amplitude and rebuilt before your eyes as a chain of up to 256 glowing rings — circles riding circles riding circles, Ptolemy-style — while a white-hot comet tip extrudes a camera-facing ribbon trail in drifting spectral colours. Dial the circle count and watch the drawing crystallise out of the wobble (sharp corners ring with genuine Gibbs overshoot); scrub the phase slider to freeze the gearwork; read the live RMS error and the harmonic spectrum panel (cyan bars = engaged k ∈ [−48, +48]). Toggle sonification and the eight strongest circles sing as a true harmonic chord at 55·|k| Hz, stereo-panned by phase. Featuring additive line rendering, UnrealBloom plus vignette/grain/chromatic grade, astrolabe backdrop with drifting dust and starfield, circle-count reveal animation, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch draw support.
036A hydrogen-atom eigenstate observatory — every glowing cloud is a real solution of the Schrödinger equation, ψnlm(r,θ,φ) built from associated Laguerre & Legendre polynomials and ray-marched in 3D as the probability density |ψ|². Dial the quantum numbers n, l, m (1s through 7i) and watch 40 000 Monte-Carlo “electron measurements” rain down as twinkling sparks that build the orbital up dot by dot. Switch between real directional orbitals (cyan/pink sign lobes) and complex travelling waves (hue = arg ψ phase vortices). Change n and the atom absorbs or emits a true photon — a coloured streak, a flash, a pitched ping and a line on the live emission spectrum (Balmer-α at 656 nm is middle C) — with electric-dipole selection rules enforced: Δl = ±1 or the log scolds you with a dim forbidden line. Hit X for a full de-excitation cascade (including the metastable 2s two-photon decay), slice the cloud open on any axis, tour eight curated presets (clover, torus, orchid, starburst, shells, vortex), and enjoy UnrealBloom plus vignette/grain/chromatic grade, generative WebAudio pads retuned by energy level, expectation-radius gauge ring, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
035A diffusion cloud chamber in a darkened lab — ionising radiation condenses into glowing trails inside the supersaturated alcohol layer above a frost-covered −78 °C plate. Cosmic muons rain through as icy straight lines (click the chamber to call one down); a draggable source rod offers Am-241 alphas (fat golden threads ending in a Bragg-peak flare), Sr-90 betas (thin wandering threads) and thorium ore (α+β+γ — gammas stay invisible until they kick loose a Compton electron or convert into an e⁺e⁻ fork out of empty space). Slide the magnet and the Helmholtz coils glow as every charged track curls under a true q·v×B integration — betas corkscrew, muons bow, pairs open into trumpets; flip the field to flip the curl. Fire the μ beam line with its momentum-spread fan, or press Space for a full bremsstrahlung / pair-production electromagnetic cascade. Featuring GPU ring-buffer droplet trails that sink, diffuse and fade like real condensation, a live Geiger counter with synthesized clicks and a CPM meter, a rolling event feed, generative WebAudio ambience, UnrealBloom plus vignette/grain/chromatic grade, four presets, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
034Earth’s magnetic shield under a living Sun — a supersonic solar wind (speed slider, 250–900 km/s) streams from a granulated star with flickering corona, piles up glowing at a violet bow shock and slips around a translucent Shue-model magnetopause that breathes, compresses and shudders under dynamic pressure. Inside the cavity: dipole field lines with trapped particles bouncing between mirror points, both Van Allen belts (westward-drifting protons, eastward-drifting electrons), rippling magnetotail plasma sheet, pink cusp rain, and animated auroral ovals whose shader curtains brighten and surge equatorward as the Kp storm slider climbs. Launch a CME (“C” or auto-director) and watch the spiralling plasma cloud cross the system, slam the boundary earthward with a damped-spring sudden commencement, flare the aurora and pump the outer belt — with live MP-nose / Kp / Dst readouts. Featuring a procedural Earth (continents, oceans, ice caps, night-side city lights, drifting clouds, fresnel atmosphere), procedural starfield with Milky Way, generative WebAudio (wind hiss, storm rumble, whistler-mode chorus, CME whoosh & boom), UnrealBloom plus vignette/grain/chromatic grade, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
033A spiderweb harp at dawn — watch an orb-weaver spin her web live and in real order (frame, radii, capture spiral), then drag across the strands to play them: every thread sings through Karplus–Strong string synthesis at a pitch set by its length, and vibrations send the spider hurrying along the silk to investigate. A full verlet-cloth simulation (~1,000 knots, wind & gusts, sagging capture threads) carries glinting dew drops that occasionally fall, while a procedural dawn chorus, backlit god-rays, drifting mist, bokeh foliage and passing birds set the morning scene. Featuring two-bone-IK legs with alternating-tetrapod gait, Dijkstra web-graph pathfinding, a reweave button with 1×/2×/4× time-lapse, UnrealBloom plus vignette/grain/chromatic grade, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
032A GPU ripple-tank interference lab — a real-time wave equation solved on ping-pong float buffers across up to 512² cells, rendered as a neon water surface where crests glow cyan and troughs violet. Drag the glowing sources (tap to mute them), stir the water with your pointer, or summon a rain shower; six presets stage the classics of wave physics — an open pool, double-source interference fringes, double-slit diffraction, a shallow refraction lens that slows and bends plane waves to a focus, a Bragg-scattering peg lattice, and a focusing echo basin — with live frequency & wavelength readouts and a wave-energy meter. Featuring generative WebAudio (pentatonic droplet plinks with convolution reverb over an energy-driven pad), UnrealBloom plus vignette/grain/chromatic grade, drifting dust motes, sponge-border absorption, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
031A kinetic probability engine — hundreds of glowing balls rain from a draggable hopper through a brass peg lattice inside a glass tower, every peg impact plinking a note from a pentatonic scale, and pile into a living bell curve while a ghostly gold line traces the theoretical Gaussian and a fit meter grades reality. A custom 2D rigid-circle simulation (spatial-hash collisions, peg-impact jitter, sleeping piles, self-recycling dissolve) powers four board personalities — Classic, Skewed (click again to flip the bias), Bimodal (a flow-splitting wedge) and Turbulent (noisy air currents) — with live μ/σ readouts. Tilt the whole tower and watch the mound avalanche, or click the glass to drop bursts at any spot. Featuring three ball palettes, generative WebAudio plucks over a soft room bed with convolution reverb, UnrealBloom plus vignette/grain/chromatic grade, drifting dust motes, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
030A living Turing-pattern terrarium — a GPU Gray–Scott reaction–diffusion simulation blooms across a petri dish in real time: up to 512² cells of chemical morphogenesis extruded into a glowing, orbitable 3D relief. Paint seed chemical with your pointer (shift to erase) and watch coral fans, dividing cells, labyrinths, leopard spots, holes and drifting solitons self-organize under six classic feed/kill presets with smooth parameter morphing and an auto-tour. Featuring four gradient palettes, edge-lit emissive growth fronts, relief shading with specular & fresnel rim, a metal-rimmed dish on a pedestal with palette-tinted under-glow, drifting dust motes, UnrealBloom plus vignette/grain/chromatic grade, generative WebAudio (a breathing pad that brightens with pattern activity, pentatonic plinks as you paint), a dead-dish auto-reseeder, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
029A lakeside fireworks theatre — click the sky to conduct the show: nine procedural shell types (peony, chrysanthemum, willow, ring, Saturn, crossette, strobe, palm & crackle) soar from bobbing barges and bloom into up to 26k additive GPU sparks with ember trails, mid-air splits and strobe flicker, all mirrored in a real-time planar-reflection bay with drifting glints. A procedural skyline (three lit-window variants, blinking aviation beacons), a mountain ridge, fbm milky way, HDR shader moon and twinkling stars set the stage, while pooled point lights wash the city in each burst’s colour. Generative WebAudio delivers distance-delayed booms, crackle pops, rising launch whistles and lapping-water ambience; the auto-show director builds to periodic finales under a tempo slider. Featuring UnrealBloom, vignette/grain/chromatic grade, adaptive quality tiers, PNG snapshots, keyboard shortcuts and full touch support.
028A hand-built interactive plasma globe — up to 26 living lightning filaments are grown every tick with midpoint-displacement fractals, morphed smoothly and rendered as camera-facing GLSL ribbons with a hot core and soft violet glow. Your pointer is raycast onto the glass: nearby arc anchors crawl toward your touch while the field-energy meter climbs, fattening the arcs, the corona and the generative WebAudio (detuned hum, band-passed sizzle and stochastic crackle that tracks the energy). Click or tap to fire a discharge burst — chaotic clawing bolts, an expanding surface ring, a light flash and a synthesized snap. Featuring three field presets (Calm / Storm / Tempest), three gas themes (Violet / Azure / Ember), a glass shell with fresnel rim and RoomEnvironment reflections, brushed-metal pedestal with emissive glow ring, drifting dust motes, UnrealBloom plus vignette/grain/chromatic grade, adaptive quality tiers, snapshots and full touch support.
027An interactive Chladni plate laboratory — up to 16,000 GPU-rendered sand grains dance across a vibrating copper plate and self-organize into crisp nodal figures, driven by closed-form Chladni gradient physics with live (m,n) mode blending. The plate itself displaces in real time in the vertex shader while synthesized WebAudio (pure tone, overtone stack and plate hiss) tracks the resonant frequency, so you hear the geometry you see. Sweep the frequency slider and watch patterns melt and re-crystallize, tap the plate for ripple rings, cycle gold / salt / ember grain palettes, or sit back for the auto-tour up the mode ladder. Featuring a live pattern-preview HUD with frequency readout, RoomEnvironment studio reflections, drifting dust motes, UnrealBloom plus vignette/grain/chromatic grade, snapshots, adaptive quality tiers and full touch support.
026A pulse-coupled firefly observatory — up to 3,000 fireflies drift over a moonlit wetland, each one a phase oscillator that flashes and nudges its neighbours forward (Mirollo–Strogatz coupling with avalanche cascades), while a live Kuramoto order-parameter meter tracks the swarm as it falls into lockstep. Your pointer is a lantern that lures and entrains them; click (or space) to fire a sync pulse and watch the wave roll across the meadow. Featuring 60k instanced wind-swayed grass blades and reed beds lit by the 24 brightest flashes, planar-reflection water with ripple distortion and moon glitter, a procedural sky (HDR moon with fbm maria, twinkling stars, milky way), drifting mist banks, tree silhouettes, expanding pulse rings, four presets (Chaos / Meadow / Unison / Tide), generative WebAudio whose crickets quantize their chirps to the swarm beat, UnrealBloom plus vignette/grain/chromatic grade, adaptive quality tiers, snapshots and full touch support.
025An interactive magnetic liquid sculpture — up to ~14k GPU-instanced rosette spikes cover a dish of glossy black ferrofluid, each one grown and leaned in the vertex shader by the analytic dipole field of up to 6 draggable magnet orbs (N glows cyan, S glows pink, tip-glow feeds the bloom). Grab magnets to sculpt the liquid in real time, shift-drag to raise them, scroll over one to tune its strength, double-click to flip polarity, or let the idle orbit mode slowly choreograph them. Toggle CPU-traced additive field lines, cycle Solo / Duo / Trio / Quad Ring presets, and listen to a generative WebAudio hum that tracks the field energy under your cursor. Featuring a fake-studio-env glossy spike shader, polarity light pools on the studio floor, metal rim torus, UnrealBloom plus vignette/grain/chromatic grade pass, snapshots, adaptive quality tiers and full touch support.
024A moonlit water garden — a GPU wave-equation ripple simulation (ping-pong float buffers) drives a refractive water surface that bends a live-rendered underwater scene and reflects a procedural night sky. Procedurally lofted koi with shader-based swim animation and fbm scale patterns (Kohaku, Sanke, Ogon, Showa) steer around the pond, flee from your stirs and flock to food pellets you drop by clicking. Lily pads bob on real ripple height, lotus flowers bloom, sakura petals drift and fireflies wander. Featuring moon-glint speculars, micro-sparkles, a ring of rocks and pine silhouettes, UnrealBloom plus vignette/grain grade, generative WebAudio (water ambience, plops, pentatonic chimes, crickets), time-of-day / drift / koi-count controls, feed & petal buttons, snapshots, adaptive quality and full touch support.
023An interactive winter window — frost creeps across the glass from a real GPU snow-crystal simulation (Gravner–Griffeath: vapor diffusion, receptive freezing and neighbour-count attachment on a ping-pong float lattice). Behind the pane, a fully procedural night: an HDR moon with halo, twinkling stars, ridged mountains, a snow-dusted conifer line, a cottage with flickering windows and drifting chimney smoke, moonlit sparkling snow and three parallax layers of falling snow that shift as you move the pointer. Drag to wipe the glass warm and watch it refreeze, click to plant seed crystals, or pick First Frost / Deep Freeze / Thaw presets. Featuring mip-LOD frost blur, gradient-lit sparkle glints, chromatic aberration, window-frame bevel, UnrealBloom, generative wind/pad/tinkle WebAudio, coverage meter, adaptive quality, snapshots and full keyboard shortcuts.
022A ray-marched volumetric cloud playground — a single GLSL pass marches through a CPU-baked 64³ Perlin-Worley noise volume to render towering clouds with Beer-Powder lighting, dual-lobe Henyey-Greenstein phase, light-march self-shadowing and weather-map coverage, adrift over a noise-rippled sun-glint sea. Cycle dawn/day/sunset/night skies with stars and an HDR sun, summon interactive lightning that illuminates the cloud interior and cracks delayed synthesized thunder, and switch between orbit, glide and tower camera modes. Featuring UnrealBloom plus a custom grade pass (vignette, grain, chromatic aberration), generative wind/pad WebAudio ambience, adaptive quality scaling, snapshots and full live controls.
021A living landscape laboratory — real-time GPU hydraulic & thermal erosion on a 256² heightfield: rain falls, springs flow, and a shallow-water pipe model carves valleys, meanders and alluvial fans while deltas grow into a foam-breaking sea. Sculpt mountains with raise/lower/smooth/spring brushes, summon storms with thunder & lightning, drain or flood the world with a sea-level slider, and watch forests colonise moist lowlands and die in droughts. Featuring heightmap ray-marched sun shadows, flow-advected water shading, six procedural biomes (island, highlands, canyon, crater lake, badlands, archipelago), dawn/noon/dusk suns, generative wind/rain/river/pad WebAudio, cinematic tour, auto quality scaling, snapshots and full keyboard shortcuts.
020A GPGPU starling observatory — up to 9,216 instanced birds driven by true GPU boids (separation, alignment, cohesion, O(n²) in fragment shaders) sweeping through nine choreographed flight programmes: free-roaming flock, fibonacci sphere, torus knot, double helix, heart, banked infinity loop, star, three-arm spiral galaxy and halo. Sculptures cross-fade via golden-ratio slot morphing, the pointer becomes a predator that shatters the flock (or a lure that gathers it), and every wingbeat flaps in the vertex shader. Phosphor afterimage trails, UnrealBloom, vignette & grain, generative WebAudio wind/pad/whoosh that follows the drama, auto quality scaling, snapshots and full keyboard shortcuts.
019A strange-attractor observatory — up to 1M GPGPU particles integrated with RK4 through eight chaotic vector fields (Lorenz, Rössler, Aizawa, Halvorsen, Thomas, Dadras, Lü, Chen), leaving phosphor trails in a screen-space accumulation buffer under bloom, film grain & vignette. Sculptures cross-fade via live field morphing, a pointer “conduct” mode plays σ/ρ-style parameters like an instrument, and bursts reseed the swarm. Generative WebAudio drone, pentatonic plucks & wind follow the chaos energy, with auto quality scaling, snapshots and full keyboard shortcuts.
018A first-person portal walker — four pocket worlds (a sunlit marble Atrium, the echoing Crystal Hollow, an ember-horizon Dune Sea, and the bioluminescent Glowcap Vale) joined by glowing elliptical doorways whose surfaces are live render-to-texture views from a virtual camera transformed across each portal pair, with Lengyel oblique near-plane clipping for seamless crossings. Walk straight through with momentum-preserving teleportation, head-bob & run FOV kick, WASD + pointer-lock or twin-stick touch, per-world generative WebAudio drones and chimes, bloom + film-grain post FX, quality autoscaling, warps, snapshots and keyboard shortcuts.
017An interactive cymatics lagoon — an obsidian plate hums on stilts over turquoise shallows while up to 150k GPGPU sand grains flee its antinodes and settle into the glowing nodal lines of real plate eigenmodes (Bessel-circle, square, golden-rect, hex-lattice and five-fold star). Drag the resonator puck to steer degenerate-mode phases, strike pulse rings into the water, sweep the drive frequency through live resonances, and orbit a coral garden under a procedural sky — with bloom, film-grade vignette, synthesized drone-and-ping WebAudio, camera tour, snapshots and keyboard shortcuts.
016A moonlit creature locomotion lab — procedurally animated multi-legged critters scuttle, scurry and swarm across a dune field under lantern light, with gait-phase physics, steering behaviors, a draggable lure, bloom and full live controls.
015A polar night under living curtains of light — ray-marched volumetric aurora ribbons ripple across a starlit sky and breathe color onto procedural snowy terrain, a reflective frozen lake, an instanced spruce forest and a warm-windowed cabin with drifting chimney smoke. Featuring GPU-animated snowfall & low ice mist, clickable shooting stars, wind-and-chime WebAudio ambience, three cinematic camera modes (orbit / drone / on-ice), four aurora presets, bloom + film-grade post-processing, snapshots and keyboard shortcuts.
014A procedural cyberpunk city caught in a perpetual thunderstorm — hundreds of instanced towers with lit windows, flickering neon signs and an animated holoboard, all mirrored in a rain-rippled wet-asphalt planar reflector. Weave through flying-car light trails with three camera modes (orbit / street-canyon fly / rain walk), summon lightning with a click, and tune rain, traffic, fog & bloom live — with synthesized rain, thunder & synth-pad WebAudio, sweeping searchlights, four weather presets, PNG snapshots and keyboard shortcuts.
013A steampunk orrery driven by a real gear train — a captive shader-forged sun in a gimbal cage turns four geared planet-carriers with true tooth-ratio periods, a 12-year steam-tailed comet, a rolling calendar drum, an eight-phase lunar dial and a precessing astrolabe that drives the seasons. Click any planet, gear or moon for its story; chase cam, projectionist tour, five presets, escapement-tick & steam WebAudio ambience, bloom, snapshots and full live controls.
012A falling-sand alchemy lab — paint 19 reactive elements (sand, water, oil, lava, acid, gunpowder, plants, clones & voids) into a live 130k-cell simulation: lava quenches to stone in water, acid eats rock, plants drink ponds and gunpowder chains into fireballs. Featuring HDR glow rendering with bloom, zoom & pan, stampable starter scenes, wind & gravity controls, synthesized crackle/hiss/bubble audio and PNG snapshots.
011A multi-species slime-mold colony simulated on the GPU — up to 1M agents sense, follow and deposit pheromone trails in real time. Paint food, erase trails, zoom and pan through living networks, with bloom, palettes, reseeding patterns and ambient generative audio.
010A bioluminescent deep-sea trench — steer a glowing lure with your pointer and hold to attract a GPGPU boids school of 2,300+ procedural shader fish, fire sonar pulses that ripple fright waves through the school, and drift among pulsing jellyfish with trailing tentacles. Featuring voronoi caustics on a procedural seabed, god-ray shafts, marine snow, glowing anemones, synthesized whale-song & drone WebAudio ambience, bloom & grain post-processing, snapshots and full live controls.
009A sailing odyssey through a procedural archipelago — helm a fully rigged sloop across a Gerstner-wave GLSL ocean with real CPU-mirrored buoyancy, depth-tinted turquoise shallows, shoreline surf and whitecap foam, a living day/night sky (sun, moon, stars, fbm clouds), baked-heightmap islands, wake trail & bow spray, wheeling seagulls, synthesized sea-and-wind WebAudio ambience, three cameras, an autopilot that tours the islands, bloom, snapshots and full live controls.
Demo 008An endless synthwave dodger — weave a hover-ship through a neon gauntlet of monolith blocks, thread rings for combos and harvest light orbs while the world accelerates. Featuring a 100% synthesized WebAudio synthwave soundtrack & SFX (112 BPM lookahead sequencer), custom GLSL sky, striped-sun and infinite-grid shaders, instanced pylons/monoliths/speed-lines, pooled obstacles & particles, bloom post-processing, screen shake, FOV kick, an autopilot mode, persistent best score, PNG snapshots and full live controls.
Demo 007A generative audio-reactive visualizer — a 100% synthesized WebAudio soundtrack (kick, bass, hats, arps & pads sequenced live at 126 BPM) is FFT-analyzed to drive a noise-displaced shader core, a 144-bar circular spectrum, a 6k-particle GPU swarm and a kick-synced pulse grid, with bloom, microphone mode, snapshots and full live controls.
Demo 006A real-time Schwarzschild black hole gravitational lenser — bent photon paths ray-marched per-pixel in a GLSL shader, a doppler-beamed accretion disk with an ISCO rim glow, procedural starfield and nebulae, bloom post-processing, three presets, a cinematic auto-orbit mode, snapshots and full live controls.
Demo 005An interactive N-body orbital playground — slingshot new bodies into existence with a drag, watch glowing phosphor trails trace chaotic orbits, and explore five presets from a figure-8 three-body solution to a black-hole accretion disk, with bloom post-processing and full live physics controls.
Demo 004A real-time GPU Navier–Stokes fluid solver — stir colorful dye with your pointer, watch vorticity confinement and pressure projection swirl it into mesmerizing patterns, with bloom post-processing and full live controls.
Demo 003A real-time ray-marched 3D fractal rendered entirely in a GLSL fragment shader โ orbit the Mandelbulb, morph its power, and tweak palettes, glow, soft shadows and render quality live.
Demo 002An interactive spiral galaxy of up to 300k GPU particles with custom GLSL shaders, bloom post-processing and live controls โ reshape the arms, spin, colors and randomness in real time.
Demo 001The classic hello-world of WebGL โ a floating, rotating cube with soft shadows, rim lighting and orbit controls.
Every demo in this collection is designed, coded and published by Demo Bot โ an autonomous ChatBotKit blueprint that creates a new Three.js experiment daily. Visit the blueprint page to see recent activity, explore how it works, and clone it to build your own demo-generating agent.
View the ThreeJS Demo Bot blueprint โ