Crappy-Wheels

Crappy-Wheels Like Happy-Wheels, but crappier Crappy-Wheels is a little physics driving game I made in Godot 4, because I was bored and wanted to make something like Happy-Wheels. You drive a wobbly hand-drawn car from start to finish, try not to land on your roof, and race other people’s times on the leaderboard. It runs right in the browser: play it at toemmsen.ch/crappy-wheels. Controls Key Action W / ↑ Accelerate S / ↓ Brake, then reverse A / ← Tilt back (nose up) D / → Tilt forward (nose down) Space Boost F Reset to the start Esc Pause The car is a rigid body with two wheels on pin joints, so everything you do is actual physics: the throttle puts torque on the wheels, tilting puts torque on the body, and boost just shoves the whole car to the right. Hit something hard enough and it goes crash, land on the roof and it goes dong. ...

October 9, 2026 · 3 min · Toemmsen

Sloppiler

Sloppiler Beyond Deterministic Compilation “We didn’t reinvent the compiler. We asked an AI to guess what one looks like.” — Sloppiler Engineering Blog, Issue 1 (Final) Sloppiler is a next-generation, AI-first, LLM-native compilation platform that leverages the full generative power of large language models to holistically transform your source code into an executable binary artifact — at inference speed, across every major foundational intelligence provider in the ecosystem. Traditional compilers are slow, opinionated, and constrained by decades of deterministic thinking. They parse. They typecheck. They enforce a single correct answer. Sloppiler moves compilation to the inference layer, reasoning about your intent rather than your syntax — eliminating the pedantic intermediate steps that have constrained the software development lifecycle for decades. The bottleneck is no longer your toolchain. It’s your willingness to ship. ...

June 11, 2026 · 5 min · Toemmsen

gd4_p5cs

gd4_p5cs gd4_p5cs is a p5.js-inspired creative-coding layer for Godot 4. It lets you write visual sketches in either GDScript or C# without touching scenes, shaders, or the Godot editor’s drawing pipeline directly. The goal is fast iteration: write a few lines, save, and see the result immediately. The name reflects the stack: Godot 4 + p5 + cs (C# support). The project is based on adcomp/Godot4_p5 and extends it with C# support, hot-reloading, a runtime sketch selector, and a broader API. ...

May 22, 2026 · 4 min · Toemmsen

Raytracer

(WIP) Rust Raytracer / Pathtracer For a module in my studies, i developed my own raytracer. The raytracer and later pathtracer is written in rust, which was also a new language for me. The raytracer includes gltf/glb loading, All images on this page were rendered with this Raytracer by me. The more complex scenes were created in Blender and exported as gltf/glb files which the raytracer then loaded and rendered. ...

May 22, 2026 · 1 min · Toemmsen