⚙️ Settings

📊 Performance
0
FPS
MB
0
DOM
10%
10s
24
20%
Effects
Rocket Fire
Canvas Fire (Fast)
Confetti
Fireworks
Rain
Visual
Tech Terminals
Path Lines
Suction Field
Parking Spots
Launch Marker
[⎈ K8s]kubectl get pods
0 Running0 Failed0 ALEX
🚀
LAUNCH
// typescript
export type Alex = { id: string; vision: 'limitless'; projects: Project[]; };
// rust
impl Developer for Alex { fn build(&self) -> Result<App, Error> { Ok(App::new()) } }
// css
.brand-alex { background: linear-gradient(); filter: blur(20px); }
// javascript
const innovate = async () => { const tech = await Research.latest(); return deploy(tech); };
// graphql
query GetProjects { user(name: "Alex") { id works { title } } }
// sql
SELECT * FROM creations WHERE author = 'Alex' ORDER BY impact DESC;
// html
<main class="tech-stack"> <Alex role="creator" /> </main>
// json
{ "name": "brand-alex", "version": "4.0.0", "status": "evolving" }
// bash
pnpm install --frozen-lockfile astro build netlify deploy
// go
package main func main() { fmt.Println("Deploying...") }
// python
def solve_complex_problems(): return Alex.create_solution()
// glsl
void main() { vec2 uv = gl_FragCoord.xy / u_res; gl_FragColor = vec4(uv, 1.0, 1.0); }
// typescript
export type Alex = { id: string; vision: 'limitless'; projects: Project[]; };
// rust
impl Developer for Alex { fn build(&self) -> Result<App, Error> { Ok(App::new()) } }
// css
.brand-alex { background: linear-gradient(); filter: blur(20px); }
// javascript
const innovate = async () => { const tech = await Research.latest(); return deploy(tech); };
// graphql
query GetProjects { user(name: "Alex") { id works { title } } }
// sql
SELECT * FROM creations WHERE author = 'Alex' ORDER BY impact DESC;
// html
<main class="tech-stack"> <Alex role="creator" /> </main>
// json
{ "name": "brand-alex", "version": "4.0.0", "status": "evolving" }
// bash
pnpm install --frozen-lockfile astro build netlify deploy
// go
package main func main() { fmt.Println("Deploying...") }
// python
def solve_complex_problems(): return Alex.create_solution()
// glsl
void main() { vec2 uv = gl_FragCoord.xy / u_res; gl_FragColor = vec4(uv, 1.0, 1.0); }
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~/projects
alex@dev~$cat README.md
>_ ALEX
> Creative Developer & Code Artist
🧠 refactoring legacy code with pure willpower
0%
🚀 deploying to prod on a Friday
20%
📊 drawing diagrams nobody will read
45%
$_