Dragon corridor v1 (Three.js)
The same corridor and the same dragon, ported to Three.js — the sketch that proves the engines are peers rather than one being the real one.
A faithful port of the p5 corridor: same infinite square tube, same weaving snake, same smoked-glass obstacles. The shader is essentially the same GLSL; what changes is what carries it — a Three.js ShaderMaterial on a fullscreen quad instead of p5's WebGL layer.
It exists as a control. The two run side by side in the same gallery, from the same parameters, and look the same — which is the whole argument for keeping the rendering layer engine-agnostic.







