GAME DEV
A browser flight simulator I am still building: five aircraft, a procedural archipelago, a stylized Singapore, ring races and a flight school. I specify it, split it into phases small enough to verify, and keep a physics and end-to-end harness behind each one. Keyboard controls, so desktop only.

Product Engineer
Ongoing
A simulator is easy to get wrong in ways that look fine, so the discipline matters more than any one feature: specify what it should be, break it into pieces small enough to verify, and stand up the harness that says whether each one actually worked. The rule written into the project's own conventions is blunt about it - verify with the scripts, not by eyeballing.
There are three ways in: a headless physics suite that asserts the flight model behaves correctly with no browser involved, an end-to-end harness that flies the sim in Chrome and captures screenshots at defined points, and a fast boot smoke check. The stills on this page are harness captures rather than marketing renders - kept to shots that read clearly, not every mode the harness can dump.
That loop is what keeps it honest. Without it you are trusting that a change worked; with it, a phase either passes its assertions and renders correctly or it does not ship.


Built with Three.js. It is a static site with a single dependency, which is why it can run embedded in this page rather than as a video of someone else flying it.
One honest limitation: it is flown with the keyboard and there is no touch control scheme, so it is desktop only. On a phone the embed deliberately will not start - you get a still and a link out instead of a plane you cannot steer.