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AI LAB · PROCEDURAL 3D & SPATIAL EXPERIMENT

Mossarium: A 3D Game Built Without Opening Blender

Pushing AI-assisted coding beyond 2D websites—creating a procedural 3D terrain, water, and botanical simulation running on Android and Meta Quest.

ROLE: SOLO MAKER PLATFORM: ANDROID APK & META QUEST XR
Genesis: Initial stone terrain and capillary moisture network
Stage 01 · Terrain & Moisture
Growth: Real-time cellular moss simulation and hydration tracking
Stage 02 · Hydration & Growth
Ecosystem: Dynamic lighting, moisture diffusion, and procedural shaders
Stage 03 · Full Simulation
Mossarium: 3D procedural moss simulation, real-time hydration tracking, and tactile ambient lighting
Interactive Android & XR Build

Install & Play Mossarium

Download the pre-compiled APK directly to test the tactile 3D terrarium sandbox, Marching Cubes terrain, and procedural growth simulation.

Why I Built It

I wanted to test a personal challenge: Can I build a working 3D game using code and AI without ever opening Blender or manually handling 3D assets? It was a way to push my Computer Science roots and AI coding workflow into unfamiliar territory.

What It Does

Mossarium is a procedural 3D sandbox—playable right now on both Android phones and Meta Quest headsets—where every rock contour, moss colony, and water stream is generated entirely through code and mathematics.


What Works Today (And What's Next)

  • 100% Procedural, Zero Hand-Modelled Assets: Every organic shape—from the hollowed stone basins to the spreading moss textures—is generated algorithmically without importing a single mesh or texture file from a 3D modelling suite.
  • Real-Time Water Physics: The detail I’m proudest of is the fluid simulation: watching water naturally pool inside carved hollows, glisten as it runs down steep rock slopes, and break into tiny waterfalls over the ledges.
  • Work in Progress — The UX Polish Ahead: While the core engine and shaders run smoothly on mobile and Quest, the interface is still raw developer scaffolding. The next chapter—and the part I'm most looking forward to—is applying proper interaction craft to get the spatial controls and tactile details right.
Desktop Simulation: Real-time Marching Cubes stone hollow, central waterfall cascade, and floating minimal tool dock
Desktop Simulation: Real-time Marching Cubes stone hollow, central waterfall cascade, and floating minimal tool dock
Aerial Topography & Waterflow: Carved surface channels feeding the central cascade and high-elevation moss colonization
Aerial Topography & Waterflow: Carved surface channels feeding the central cascade and high-elevation moss colonization
Painting capillary moisture across porous stone terrain
Capillary Moisture Network
High-density moss growth running smoothly on mobile
Procedural Maturation
Touch Interaction & Maturation: Sculpting capillary moisture channels and observing cellular moss propagation
Why It's Here

“Mossarium isn't a polished commercial product yet—it's a live look at how I learn. Getting procedural water physics running on a VR headset without touching 3D asset tools showed me just how far curiosity and AI-assisted coding can take a solo designer.”