// retro-futuristic dev workshop

miris.tech

Bouncy game technology explained with infectious enthusiasm. Inflated interfaces, glitch-art disruptions, marble-clad sculptures — built to make complex tech feel touchable.

v2.7.42 build: stable latency: 4ms

/ tech stack

Inflated, Diagonal, Bouncy.

Three pillars holding up the workshop. Each one ships with spring physics and a side of marble.

Engine Core

A puffy runtime that compiles your gameplay loops into bouncy native primitives. Allocates joy in O(1).

core.spawn(joy)

Diagonal Renderer

Slices framebuffers along angular clip-paths. Every section transition is a chiseled, intentional cut.

render.cut(8deg)

Glitch Bus

A 4-channel disruption pipeline. Schedule micro-glitches at section boundaries to remind users it's all just bits.

bus.flash(150ms)

/ showcase

Marble Sculptures, Live.

Drop a primitive into the scene. Watch it inflate, rotate, and glitch on cue. No driver install.

  • + Spring-cubic interactions cubic-bezier(0.68,-0.55,0.265,1.55)
  • + Marble-classical surface shaders, pure CSS
  • + Diagonal clip-path orchestration
  • + RGB channel separation glitch effect
  • + 100% inflated, 0% flat

/ specifications

Built for the Workshop Floor.

00

primitives shipped

0

color channels

0000

throwback year

0

% bouncy

miris@workshop:~

>

[ok] inflated runtime online

[ok] diagonal renderer warming up

[ok] glitch bus armed

>

[fx] sphere materialized in 4ms

> _