Lasse H. Bomholt | | |
| ||
|---|---|---|
I’ve always been interested in 3D and while on vacation I decided to challenge myself by writing my own library from scratch. It has no dependencies, no bundling and just writes pixels to a 2D canvas. I think it contains some pretty neat ideas, such as strongly typed matricies and was loads of fun to work on.
A breathing tool written in plain old HTML+CSS+JS. I discovered the box breathing technique and thought of an interesting way of visualizing it without any JS, so I made the site and posted it publicly. To my surprise, some people started using it, so I improved the site with various settings and a service worker so it can be installed as an offline app
I cannot count the number of times that I’ve wanted to quickly transfer a file, and gotten hit with “File type not supported”, “You don’t have enough space”, “The ile is too big” or simply just “Cannot upload file”. I’d always sit there in a mix of awe and frustration, and wonder how it’s so hard to just transfer a goddamn file without paying money or creating an account.
I channeled this frustration into a website called final.zip, that allows you to transfer a file P2P: No logins, no file size limits and no paywall. I don’t store any of the files, which is how I can offer no size limits without drowning in hosting costs ($6).

The name is inspired by the never-ending cycle of naming files ‘final.zip’,
I created this out of frustation with existing tier list sites, which don’t have proper drag-and-drop and upload of images by pasting. It’s written in Svelte and contains some fun image processing algorithms.

A fighting game, but mostly a tech demo. Built for fun because I wanted to work with WebRTC and rollback netcode.
The game is deterministic and runs at a fixed tick rate. Rendering is interpolated between game states, so it looks smooth on any display regardless of Hz.
That structure let me build what turned out to be the most useful part of the project: a debugger similar to video editing software. It can snapshot, replay, rewind, and scrub through a timeline of game state. When I hit obscure bugs, I could just snapshot the state and replay the bug on loop until I figured it out.
Written without any dependencies or build system.

Seeing the lack of any online playgrounds for HTMX, I created one myself. I finished the project and put on it on HackerNews where it got some buzz from a lot of people and even the creator himself.
