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About

Hi! I'm Brutenis, a computer scientist who loves various visual applications of computer science, such as games, visualizations, rendering, simulations, and so on.

I studied computer science at the University of Rostock, where I also did my bachelor's thesis on bronchus classification and my master's thesis on spine segmentation.

I'm also quite competitive, having participated in:

This website

This site is built with Astro, styled with Tailwind CSS, and uses vanilla TypeScript for all interactivity. The yarn ball following your cursor is rendered on a canvas using Verlet rope physics. If you enable attackers, monsters will start flying at you and you can defend them with the yarn ball. Can you reach a high score?

The rope is a chain of points connected by segments. Each frame, a constraint solver tries to adjust every segment back to a target length — but each correction only moves points halfway, and fixing one segment can undo corrections on its neighbors. This is what gives the rope its stretchy, organic feel. The diagram below shows a simplified version with 5 points; the real rope has 20 points, applies gravity, and each point carries momentum from its previous position — so the yarn ball swings and bounces naturally.

One constraint-solving pass: each correction only moves points partway, and fixing one segment can undo its neighbors

The source code is available on GitHub.