Same seed, three moods.
The sky changes the sun, the fog, how many rooms have their lights on and how hard the neon blooms. Each card opens the demo in that sky.
One number in, a whole skyline out.
No assets, no models, no build step. A seeded random generator and a noise field decide everything, and the GPU does the rest.
Grown, not modelled
A 30 × 30 street grid is split into lots. A noise field and distance from downtown set each tower's height, setbacks, spire and facade style.
Traffic flown by the GPU
Every car is a lane, a speed and a phase. The vertex shader places all of them each frame; the CPU repeats the same math only for the car you click.
Windows from a hash
Facades draw their window grid in the fragment shader. Rooms switch on by hash, and far grids blend to their average so the skyline never shimmers.
The URL is the save file
Seed, sky, camera, position and heading live in the address bar. Copy it, and whoever opens it lands in the same spot of the same city.

Four cameras, full control.
Chase, Seat, Drone and Director cameras. Your car flies itself through the canyons and turns at intersections. Steer it, swing the camera around it, or freeze the whole city mid-flight.
Your city is waiting.
Runs in any browser with WebGL2. On a phone it works too. Tap any car to chase it.