BB / INDEX
001 / INDEXUNITED STATES
AVAILABLE

BENBRACAMONTE

Building things worth shipping.

Ben Bracamonte is a frontend engineer working in Angular, React, TypeScript, and Next.js. The projects here span realtime product engineering, AI systems, dev tooling, and games.

FRONTEND ENGINEER·SHIPPED PROJECTS
002

SELECTED WORK

Things I've shipped.

Featured projects, each with a full case study. Click a title to read how it was built.

012026LIVE

meshcheck is a validation API for 3D assets. POST a GLB file and it returns a structured report: per-check verdicts across eight check families (spec conformance, geometry, transforms, UV, materials, performance, render, topology), rendered screenshots, and an overall pass, warn or fail rollup, never a score. The same input file and profile produce a byte-identical report once the report id, its timestamps, the storage URLs and the timing block are pinned, and the Rust core that runs the checks compiles to WASM so the hosted API and the local native build run the same check code, checked by a gate that compares their reports byte for byte.

  • Rust
  • WASM
  • TypeScript
  • Vercel Functions
  • Playwright
  • Astro
  • Neon Postgres
  • MCP
READ CASE STUDY →LIVE ↗
022026LIVE

Particlr is a particle-effect editor that runs in the browser, paired with an MIT-licensed runtime that plays the effects back inside a game. You author an effect, export one versioned `.prt` JSON file, and the runtime renders it in PixiJS through the same code path that drew the editor preview. Golden-frame tests in CI render each preset and compare it against a committed baseline image, so a change that shifts the output gets caught. 57 presets ship, all released as CC0, and every one of them opens, plays and exports freely.

  • TypeScript
  • PixiJS
  • Preact
  • Signals
  • Vite
  • Playwright
READ CASE STUDY →LIVE ↗REPO ↗
032026LIVE

A closed 2D world sized for up to 20,000 agents, where a food-bound population, typically 7,000 to 12,000, forages, breeds, and dies. Behavior and body are driven by a genome, and nothing scores an agent's fitness directly: selection comes from the environment, stay fed and you leave more copies, don't and you don't. You play a god who perturbs the world but never steers an individual. The reference point is the Simpsons' 'Treehouse of Horror' petri-dish civilization on fast-forward: rise, war, trade, worship. The real experiment is architectural: a structure-of-arrays simulation disciplined enough that porting it from CPU to hand-written WebGPU compute shaders keeps the same buffer contract instead of requiring a redesign.

  • TypeScript
  • WebGPU
  • WGSL
  • PixiJS
  • Vite
  • SoA
READ CASE STUDY →LIVE ↗REPO ↗
042026ARCHIVED

A single-player-first dungeon crawler built on multiplayer-ready architecture from the start. The C# server holds canonical state while the React and Pixi.js client sends intent and renders what it's told. When co-op for 1-4 players arrived, it extended that architecture rather than replacing it: no file in the project's history has ever been deleted or renamed, even where existing services like combat had to grow substantially to handle more than one actor.

  • C#
  • ASP.NET Core
  • SignalR
  • Postgres
  • React
  • Pixi.js
READ CASE STUDY →REPO ↗
052026IN PROGRESS

Vantage is an orbital takeover game. A lone ship circles an inhabited planet, dropping payloads to convert it region by region while docking with orbital stations for resources and evading escalating defenses. It is arcade, not simulation: there are no maneuver nodes and no n-body physics, so the skill is aligning a pass and timing a release rather than managing an orbit. The planet is the visual centerpiece: atmosphere layers, sun shafts, terminator city lights, and ocean glint all render in real time through Three.js and WebGPU. Work in progress.

  • TypeScript
  • Three.js
  • WebGPU
  • TSL
  • Vite
READ CASE STUDY →LIVE ↗
062026LIVE

Scout, Design, Listing, and Ledger: four agents that hand off through a shared Postgres schema to discover trends, generate original artwork, prepare Etsy listings, and track margins. A person approves each listing before it publishes. Polyglot across Python and TypeScript.

  • Python
  • TypeScript
  • Claude API
  • Supabase
  • fal.ai
  • Railway
READ CASE STUDY →
003

OTHER WORK

Side projects and experiments.

Smaller builds, mostly games. Some are finished, some are still in progress.

  • 07LIVE

    Ocean Whiteroom

    A procedural ocean renderer, built as a documented clean-room reimplementation of Seascape by Alexander Alekseev. The original is published on Shadertoy under CC BY-NC-SA 3.0, a license incompatible with this project's intended use, so the technique was respecified rather than copied: one agent read the original and wrote a functional spec, a second wrote every line of the shader from that spec alone and filed seven gaps where it was silent. No line of the original is in this repository. Git shows the spec and process log landing with no code, eighteen minutes ahead of the implementation, and the log carries both agents' recorded declarations.

    TypeScript · WebGL2 · GLSLVISIT ↗
  • 08LIVE

    Manaless

    A try-before-you-buy funnel for paper Magic: the Gathering. Start from a real published decklist, swap cards while win conditions and an inferred power bracket recompute, export a .dck file XMage loads so the list can be played against its AI, then diff against your collection and buy only what is missing. The hosted demo serves a pre-seeded set of commanders, and a commander outside it depends on a live upstream fetch. Locally nothing is seeded: every commander is fetched live from EDHREC, self-rate-limited to one request per 0.8 seconds and cached to disk.

    Python · FastAPI · HTMXVISIT ↗
  • 09LIVE

    Gazer

    Earth from low orbit, as an ambient desktop backdrop. It began as a telemetry dashboard, a local stats server called monitr feeding a prebuilt panel app, and the globe replaced the dashboard rather than the telemetry: monitr still feeds the panels, now docked at the edges. Satellites run off a hand-ported SGP4 propagator and the terminator off a from-scratch solar-position series, so the day and night line is where it actually is. WebGPU only, with no WebGL path, because a globe on a software rasteriser looks plausible and is wrong.

    TypeScript · Electron · WebGPU2026
  • 10LIVE

    Herdr

    A terminal cockpit for running several Claude Code agents across a tree of repos. It reads Claude Code's own local files to infer what each agent is doing, and drives tmux rather than reimplementing window management. One Rust binary, no async runtime.

    Rust · tmux · ratatuiREPO ↗
  • 11LIVE

    Mergecraft

    LLM-powered retrospectives across pull requests. It runs as a static SPA with no backend: the key you paste lives in this browser's localStorage and is sent straight to the model provider, which the public source and the network tab both show. The app states the cost of that plainly: anything able to read localStorage can read the key.

    Angular · TypeScript · Claude APIVISIT ↗
  • 12LIVE

    Swarmr

    Browser bullet-heaven built around one number: the swarm ramps to 2,500 live enemies and holds there, against a budget of 4 ms of logic and 8 ms of render per frame. An always-on overlay reads out both plus the live enemy count, and a dev-menu slider pins the swarm size anywhere up to 2,500, so the number is checkable in the running game. Entities live in typed-array pools and collision runs off a uniform grid, both chosen to keep per-frame allocation off the hot path.

    TypeScript · PixiJS · ViteVISIT ↗
  • 13LIVE

    Shepherd

    Cozy sheepdog herding sim where the flock is not an object. Every sheep is an independent boid, so clumsy pressure shears the flock and skill keeps it whole.

    TypeScript · PixiJS · ViteVISIT ↗
  • 14LIVE

    Stickr

    A kid's wall sticker chart, mirrored across two parents' phones. One tap awards a sticker to a shared board, offline taps queue and sync, and a Postgres constraint keeps a reward from being redeemed twice.

    React · TypeScript · SupabaseVISIT ↗
  • 15LIVE

    The Fallen Four

    A real-time party RPG with permadeath. Auto-attacks fire on their own, but every ability is a command the player queues, drained in a fixed order at the next tick boundary. The simulation is deterministic and seeded, walled off from the PixiJS and React render layer by one-way snapshots.

    TypeScript · PixiJS · ReactVISIT ↗
  • 16IN PROGRESS

    FlightCore

    Newtonian flight core for a space sim. Orbits use patched conics rather than n-body, physics switches from on-rails to Rapier the moment the ship thrusts, enters atmosphere, or nears a station, and coordinates rebase to keep precision at planetary distances. Engine-first, with no game wrapped around it yet.

    TypeScript · Three.js · Rapier2026
004

ABOUT

Who I am.

PROFILE

I build fast, opinionated interfaces that don't look like everyone else's.

Frontend engineer with a background in visual art. I care about the details where design and engineering meet, and I'd rather ship an interface that feels considered than one that merely works.

Lately I've been building production frontends where correctness matters more than novelty. I'm comfortable across the stack, but happiest on the layer people actually touch.

STACK

TypeScript · Angular · React · Next.js

ALSO COMFORTABLE WITH

Rust, Three.js, Pixi.js, Rapier, Postgres

WORKING STYLE

High context, light process. I ship often and review carefully.

005

CONTACT

Get in touch.

Email is the fastest way to reach me. Tell me about the role, the team, and what you're building.