C++ / RAYLIB / WASM
Launch the native-style browser build
Open interactive C++ simulations compiled with Emscripten and test the real runtime in the browser.
Run C++ simulationPRAVEEN PATHAK / GAME DEV / GRAPHICS / SOFTWARE / EMBEDDED
I build interactive systems across game dev, rendering, browser-native simulation, and embedded software. This site currently collects C++, Python, JavaScript, Raylib, OpenGL/Vulkan/DX12, and WebAssembly work, and it will keep growing with embedded guides, firmware experiments, and AI running closer to hardware.
C++ / RAYLIB / WASM
Open interactive C++ simulations compiled with Emscripten and test the real runtime in the browser.
Run C++ simulationPYTHON / PYGAME
Explore agent behavior, optical systems, and interactive scenarios packaged for the web.
Run Python simulationsEMBEDDED / AI / GUIDES
Browse the current AI-enhanced docs now, and expect upcoming guides around microcontrollers, sensor interfaces, RTOS workflows, and AI on edge hardware.
Open AI docsOPEN PROJECTS
Each entry below is a direct route into a runnable artifact or technical breakdown, and the repos are open too. If you want to add features, improve systems, or build new sims on top of the playground, jump into the source.
C++ / RAYLIB / WASM
Physics and agent-based simulations delivered through WebAssembly, keeping the C++ workflow intact while exposing the runtime directly in the browser.
PYTHON / JAVASCRIPT / WEB PLAYGROUND
A mixed sandbox of browser experiments: some pieces are Python-driven, while the currently active Laser Sims experience is built in JavaScript for instant interaction.
RESEARCH / EMBEDDED / AI
Technical notes on C++ and Raylib are already live, and this section will expand with embedded systems guides covering firmware workflows, MCU bring-up, and AI closer to the hardware layer.
INSIDE THE PLAYGROUND
This is the part of the site where the interests collide: game dev, rendering, simulation, software tooling, embedded systems, and experiments around putting AI into hardware and edge devices.
A lot of this site comes from chasing rendering questions: how things move, how they feel, how much control the low-level pipeline gives back, and what breaks in interesting ways when pushed.
The simulations are where ideas get stress-tested. Motion, agents, optics, controls, and tiny rule systems all become easier to understand once they can be poked live.
I am also working deeper into embedded systems: microcontrollers, firmware loops, communication buses, sensors, and edge-AI setups where software starts touching the board directly.
The research pages are meant to be explored like tools, not read like static notes, which is why I like mixing technical writing with AI-enabled helpers, interactive examples, and future embedded walkthroughs.
The code behind these projects is open source. If you are a dev who wants to add a new simulation, improve an existing mechanic, or wire up extra features, feel free to dive into the repos and contribute.
2017 - PRESENT