/repos
Open source, with the gotchas documented.
Every repo here exists because something was harder than it should have been. The fix got built, the scar tissue got written down, and both got published. Star counts are live from the GitHub API; each project page links to its living wiki on GitHub.
Freshly published
New tools, built from real production snags.
Small, sharp utilities with public source, working instructions, and the failure modes written down.
▸ Games
▸ Unreal Engine
▸ Godot × Vision Pro
▸ visionOS & Spatial
▸ AI & Agents
▸ Tools
Portfolio archive7 earlier experiments, still available
Finished prototypes and one-off demos move here when they are no longer active work. Their write-ups and source links stay intact.
Holodeck-in-a-Pocket
0Scan a QR code mid-talk, walk through a virtual venue on your phone. No install.
Crystal Caper
0A pixel-art platformer where 100% of the art is AI-generated. Playable in your browser.
Tank Commander
1A VR tank game for Meta Quest 3 with a physically-operated cockpit. Made for Ani.
Neon Serpent
1A cyberpunk Snake game built by a father-son team — the son is 10 — with a full 3D Vision Pro mode.
BurgerBandit
0A fast-food heist game designed by an 8-year-old — the more you steal, the fatter and slower you get.
Spellrot
0A wizard-vs-zombie-horde arena brawler where every hit corrupts your spells — and edges you closer to becoming a zombie yourself.
mandelbulb-xr
1A living, ever-mutating Mandelbulb fractal — one GLSL core, running everywhere from Shadertoy to a Vision Pro streamed over CloudXR.
More on github.com/ibrews — including the forks, the experiments, and the hyper-targeted repos to solve absurdly specific problems.
Like how these are built?
Every one of these repos came out of real production work — the classes teach the same techniques, gotchas included.