TeamSpeak
Voice server for the crew — low latency, always on, no browser tab required. Point your TeamSpeak client at the domain.
glowingghost.de
One domain, too many experiments. This is the index of every project, service, and half-finished idea running on GhostNet — so none of them get lost in the dark again.

Asymmetric multiplayer heist — 2–4 thieves sneak through a pitch-black building while one warden watches the cameras and IS the building.




A heist in the dark: thieves see only what their flashlight cone reveals, steal the loot, and extract before the clock runs out — but the flashlight also gives them away. The warden watches everything through CCTV and spends a power budget to fight back: lock doors, kill lights, swivel cameras, and launch drones. Private rooms via share codes, and an after-action report scores every operative.

Interactive camp built with Phaser and Vite. Tents, vans, props — the whole festival, in the browser.



Wander a pixel-art festival campsite rendered with Phaser. Every tent, van and prop is placed by hand; sit down at the laptop (press E) to trigger the story beats.
Built with Phaser 3 and Vite, bundled small enough to boot instantly in the browser.

Tongue-in-cheek open-world multiplayer in the browser — run, shoot, and carjack low-poly trucks across a procedural city block.



While Rockstar takes their time, this ships today: a shared low-poly city where everyone on the page runs around, shoots, and fights over the same pool of four-seat cars. Walk up to any vehicle, press E, and it’s yours — until someone shoots you out of it.

Interactive lee-wave & rotor wind tunnel — draw mountains and watch smoke, thermals, and clouds ride the 2-D flow in real time.



A 2-D wind tunnel for mountain weather: a smoke rake streams over terrain you sketch directly onto the sky, revealing lee waves, rotors, and wake turbulence. Sunlit slopes heat up and launch thermals that condense into clouds at the cloudbase — drag the sun across the sky and the weather follows.

Neon Arithmetic Defense — mental-math drills disguised as an arcade defense game. Solve fast or get overrun.



Mental-math drills wearing an arcade costume. Equations descend from the top of the screen and you type the answer before they overrun the cannon.

Paperclips-style incremental economy game in the Media Concept universe — buy ink, set prices, outsell Basti, Uli and Andi. React + self-hosted Convex, multiplayer.


A Paperclips-style incremental set in the Media Concept universe. Buy ink, set your prices and out-sell Basti, Uli and Andi one order at a time.

Micro Machines-style top-down drift racing across breakfast tables, pool tables and garden paths — CPU tournaments or online multiplayer for 2–4.



Micro Machines by way of the breakfast table. Drift top-down races across pool tables, kitchen counters and garden paths — solo against the CPU or online with up to four.

Browser Minecraft — authoritative Node server, Three.js/WebGL2 client. Survival, redstone, mobs, the Nether and the End, multiplayer included.



A from-scratch Minecraft in the browser: an authoritative Node server streaming chunks to a Three.js / WebGL2 client. Survival, redstone, mobs, the Nether and the End are all in.

1v1 real-time territory war — OpenFront-style border painting meets Mushroom Wars cities, with hidden troop counts and real-world coastline maps.



A 1v1 real-time strategy duel: paint territory organically across the map, capture fixed cities, and manage an economy — while your opponent’s troop counts stay hidden, and so do yours. Challenge another connected commander live or drill against the bot.

Voxel sandbox with no engine underneath — a hand-written WebGL2 renderer, an authoritative server over WebSocket, survival and creative, and a nether to fall into.




A second run at browser Minecraft, this time with nothing under it: no Three.js, just a hand-written WebGL2 renderer and its own GLSL, shipped in a ~150 KB bundle that talks to an authoritative server over a WebSocket.
F3 says ~120 fps at render distance 14 with 1.8M triangles on screen
Every Project Euler problem in scope, solved and verified — solver per problem, reference answers, and a CI harness that keeps them honest.


Every Project Euler problem in scope, solved, verified and timed. Each problem gets its own solver, a reference answer, and a CI harness that re-runs the whole set to keep the solutions honest.

Real-time galactic conquest — paint your empire across a procedural star map, forge alliances, betray them, and end arguments with MIRVs.



Real-time strategy in space: twelve empires expand across a procedurally generated galaxy, and the first to hold 60% wins. Balance troops against workers, bank gold, and decide how much of your army each attack commits.

Celeste-style precision platformer, fully hand-rolled — no build step, no assets. Every sprite is canvas pixels, all audio synthesized live.



A love letter to Celeste, built from nothing. There is no build step and there
are no assets — every sprite is drawn to a <canvas> at runtime and every sound
is synthesized live through the Web Audio API.

This very page. Astro-built index of everything on the domain, so no project gets lost in the dark again.


The page you’re looking at. An Astro-built index of everything running on the domain, so no experiment gets lost in the dark. Each project lives as a Markdown file; the ghost up top is hand-animated SVG.
Live BlueMap render of the server world — fly through the whole map in 3D, right in the browser.
A live BlueMap render of the survival world. Fly the whole map in 3D straight from the browser — no client, no download — and watch it update as the world changes.
The real deal — an actual Minecraft server running on this very domain. Point your launcher at glowingghost.de.
Not a clone — the real thing. A vanilla-compatible Java Minecraft server running
on the same box as everything else here. Point your launcher at
glowingghost.de and join.
Voice server for the crew — low latency, always on, no browser tab required. Point your TeamSpeak client at the domain.
Dedicated Trackmania server hosted on GhostNet — hunt times together on a rotating map pool. Find it in the in-game server browser.
Backstage of the paperclip factory — the self-hosted Convex backend behind MCSimulator. Basic auth keeps the door shut.
The backstage of the paperclip factory — the self-hosted Convex deployment that powers MCSimulator. There’s nothing to see without credentials; basic auth keeps the door shut.