Spider Digital Group · R&D

SDGLabz

Dispatches from the testing lab — interface concepts, three.js experiments, and interactions that have no business on a normal website. Nothing here is shipped. Handle with care.

SPEC_01LIQUID_TOPOLOGY
RENDERING

Real-time liquid metal.

A displacement field solved on the GPU every single frame — no video, no baking. Grab it and drag. It's recomputing the surface as you move.

↳ drag to rotate · the mesh is deforming live

SPEC_02ASCII_ENGINE
LIVE

We render WebGL to a text terminal.

A fully lit, spinning 3D scene — sampled into ASCII characters in real time. It has no reason to exist, which is precisely why it does.

↳ every character is a lighting sample, ~30× a second

SPEC_03EMERGENCE
LIVE

220 agents. Zero choreography.

Each one obeys three rules — separate, align, cohere — and a flock nobody designed assembles itself. The web, but alive. Run your cursor through it.

↳ move your cursor to herd the swarm

SPEC_04NEURAL_INTERFACE
SIMULATED

What comes after the screen?

Predictive, ambient, instrumented — telemetry you feel before you read it.

/// NEURAL_INTERFACE

SILK_TENSION82%
WEB_INTEGRITY96%
NODE_SYNC71%
RENDER_BUDGET58fps
› boot neural_mesh.v9 ............ ok
› calibrate haptics ............. ok
› stream 1.2M nodes ............. ok
› predictive intent ........ ENABLED
› awaiting operator ___
tracking · 1,204 nodes

↳ concept render · not a real control surface

SPEC_05FIELD_DYNAMICS
RUNNING

3,600 cubes. One draw call.

A GPU-instanced field — every cube is one object the card never sends to the GPU twice. The wave is solved on the CPU and the surface ripples toward your cursor.

↳ move your cursor to push the wave · drag to orbit

SPEC_06SIGNED_DISTANCE
MARCHING

An object with no geometry.

There is no mesh here. Every pixel marches a ray through a distance field until it hits a surface that's defined by math, not vertices — five metaballs melting into one. Drag to orbit it.

↳ drag to rotate · the shape exists only in the shader

// the webdescend ↓

// you're already caught

Every thread leads here.

// the trap

We don’t design pages.
We set traps.

// the bite

Code that bites back.

// the spider is in

Enter the web.

Start a project

// end_of_transmission

These never ship. They become the parts that do.

Every experiment here is a muscle we flex on real client work — the web hero, the case-study motion, the things that make people stop scrolling. Want some of it pointed at your build?