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§ 0.2
01 Core Foundations
PCB F-00
Pocket / Cup / Box — a programming language built from scratch on the JVM around a single central idea: every construct has a mirror image. Loops, functions, variables, and containers all have forward and reverse forms. The language is the theoretical core of the entire THEVM architecture. Interpreter is a tree-walk runtime currently over 10,000 lines.
language design compiler JVM bidirectionality
active view project →
trainingGround F-01
The accumulated core. Every technique, experiment, and system ever developed lives here. The training ground for TBD — a video game with the tagline "a model of time seen through the lens of the heart." The full language spec and as much implementation as has been developed so far. trainingGround and the game have not yet differentiated — they are still one.
game engine language design java
active view project →
cupPCB F-02
A doodle program that closes hand-drawn input into a loop and constructs a manifold from it. Built with a collaborator as an exploration into inscribed rectangles and the inscribed square problem on closed curves. Part of the broader programming language work, still entangled with trainingGround.
geometry manifolds topology
active view project →
THEVM F-03
A virtualized machine that discovers manifolds from user-provided geometry, then uses those manifolds as computational structures — a substrate for computation itself. The runtime heart of a larger architecture that includes workbenches for manifold generation, grammar traversal, and loop recursion.
virtual machine manifolds computation
active view project →
02 VM Workbenches
Manifold Seed Workbench W-01
A direct input into THEVM. Seeds manifold structures from initial geometric conditions, providing the base forms from which the VM discovers computational topology.
manifolds vm input
active open workbench →
Combined Seed Workbench W-02
Merges multiple seed sources into unified manifold inputs for THEVM. Explores composite geometric origins and their effects on the computational structures that emerge.
manifolds vm input composition
active open workbench →
Recursive Loop Grammar Workbench W-03
Feeds grammatical structures derived from recursive loop analysis into THEVM. Explores how language-like rules applied to geometric loops generate computational meaning.
grammar recursion vm input
active open workbench →
Traversal Grammar Workbench W-04
Generates traversal-based grammar structures as VM inputs. Defines how paths through manifolds are parsed and interpreted as computational operations.
grammar traversal vm input
active open workbench →
03 Exploratory Workbenches
PCB Knot Workbench E-01
An exploratory tool adjacent to the VM architecture. Investigates aspects of the PCB language and geometry system outside of direct VM input pipelines.
exploratory geometry
research open workbench →
LoveLoopOS E-02
An exploratory workbench with its own distinct role in the ecosystem. Touches the loop and manifold concepts from a different angle — not a direct VM input, but part of the broader theoretical space.
exploratory loops
research open workbench →
Pocket Dimensional Visualizer E-03
A visualization tool for exploring the pocket dimensional spaces that emerge from the geometric and manifold work. Provides a window into structures that are otherwise purely computational.
visualization dimensional
research open workbench →
PCB Knot Builder E-04
The companion to the Knot Workbench. Draw a knot diagram by hand — placing pocket and cup bracket-nodes and the semantic edges between them — and it infers the ownership and nesting, rendering the resulting bracket sequence. Where the Workbench analyzes a knot, the Builder constructs one.
exploratory geometry knots
research open workbench →
04 Game Development
LevelEditor G-01
A level authoring tool for TBD. Generates XML level data that can be directly imported into trainingGround, letting you design and iterate on game worlds independently of the engine.
tooling xml game design
active view project →
Sprites G-02
Reference implementation for sprite creation within the trainingGround sprite engine. Documents and demonstrates how to build visual assets that integrate cleanly with the game's rendering pipeline.
sprites rendering reference
stable view project →
05 Audio Exploration
VIBESMART2 A-01
First foray into vibe programming. Takes an image, vectorizes it, then maps those vectors to audio — converting visual structure directly into sound. The noise is intentional; the exploration is the point.
audio image processing vectorization
active view project →
VIBEAMAGLIMATION A-02
Proof that vibe coding can merge separate projects without catastrophic failure. Two vibe projects, one unified codebase — an integration test as art project.
vibe coding integration audio
stable view project →
06 Distributed Chess System
Distributed Chess System C-00
A five-part distributed pipeline that plays chess by watching it: a camera server sees the board, two nested self-organizing-map layers turn pixels into legal-move vectors, a vector server relays the decisions, and a board layer renders the game. Chess as a testbed for vision, neural organization, and distributed systems. Open the hub for all five components.
chess distributed vision self-organizing maps 5 components
active open system →
07 AI & Optimization
ACOSOM AI-01
Ant Colony Optimization meets Self-Organizing Maps — a sandbox for tackling the Traveling Salesman Problem. Explores ACO, SOM, hybrid approaches, and a range of other strategies. Pure algorithmic research with a combinatorial soul.
ant colony SOM TSP optimization
active view project →
AntAnimation AI-02
An exploration into Langton's Ants and animation. Investigates the emergent behavior of cellular automaton ants as a basis for generative animation — watching order arise from simple rules.
langton's ants cellular automata animation
in progress view project →
LegacySparklE AI-03
A real-time, self-organizing audio cognition engine. It listens to a live microphone, turns sound into frequency fingerprints, and feeds them through a two-stage memory of self-organizing maps — a fast Baby map and a slow Adult map — watching its own geometry for "TWO1" folds where two different sounds collapse onto one memory. Sonified as live music, drawn as a curvature surface — an organism that learns the shape of a room.
self-organizing maps audio unsupervised real-time
active view project →
08 Utilities
ScreenIntegration U-01
A screen capture and visual processing layer. Grabs what's on screen from any running program and processes the text and visual data. Spun out from trainingGround; useful as a standalone feature. Work in progress.
screen capture ocr visual processing
in progress view project →
LOGGING U-02
A modular logging utility that can be attached to any project. Provides active runtime log capture across the ecosystem. Plug and play.
logging utility cross-project
stable view project →