hb3dv3
A Geometry Wars-inspired space shooter that got out of hand.
24,000+ lines of Rust + WGPU

What It Is
Started as “I want to make a twin-stick shooter.” Ended up as a GPU-accelerated physics playground featuring:
- N-body gravitational simulation - Black holes, neutron stars, white holes with real orbital mechanics
- Negative mass physics - Anti-gravity projectiles that curve away from gravity wells
- Frame-dragging effects - Rotating black holes create ergospheres that twist trajectories
- Fractal bullet patterns - 11 patterns including golden ratio icosahedral geometry
- 524,288 GPU particles - Compute shader particle system feeling gravitational pull
- Real-time fractal skybox - Mandelbrot, Julia, Burning Ship, Newton fractals rendered live
- 9 unique weapons - From chain lightning to implosion launchers

Tech Stack
- Rust - Core engine
- wgpu - Modern GPU API (Vulkan/Metal/DX12)
- GPU Compute Shaders - Physics and collision detection
- Custom ECS-like architecture - Entity management with phased updates
Why
I wanted to see what happens when you stop saying “that’s probably too complex” and just build the thing.