3D gaussian splatting renders scenes as clouds of anisotropic 3D gaussians — each one an oriented, colored, semi-transparent ellipsoid. Instead of training splats from photographs, this scene is synthesized procedurally: a seeded generator builds ~1 million surface-aligned gaussians for the cliff, the castle, the sea — with sunlight, soft shadows, ambient occlusion and atmospheric fog baked into each splat's color, the same way captured splat scenes bake their lighting.
Every frame, a worker depth-sorts all splats (16-bit counting sort), and WebGL2 projects each 3D covariance to a screen-space ellipse (the EWA splatting math from the original 3DGS paper), compositing back-to-front into an HDR buffer with bloom and ACES tone mapping. The sea swell, foam, banner, smoke and gulls are animated in the vertex shader. No engine, no libraries, no build step.
Try x-ray and splats modes to see the gaussians themselves, and reroll for a new headland, castle and coastline.