Pocket Studio

Made for the screens you hold.

Pocket Studio turns a few words into Pocket Applets that run even on MCUs, plus native Pocket3D games for handhelds. All on real hardware.

Free to try. Or play a game

Applets

Small apps that run on the device itself, even on an MCU. Try these in your browser at Pocket Applets, or describe one of your own.

Games

Native games for handhelds, many of them Pocket3D worlds compiled for each machine. Play them here, or install them on yours.

Pocket Voxel and OpenStrike are mods. They read files from a game you own, so here they are shown as demos. The code is open: take it and make it yours.

The Studio's room: a conversation with the agent on the left, and the app it made running on a Tab5 screen beside it.

Made in a room of your own

You make things in a small room in your browser. Tell the agent what you want, try each version on the screen beside the conversation, and download it when you like it. Pick up a handheld and play while it works.

Open the studio

Pocket Voxel

Drawn at the PSP's 480 × 272 by the software renderer the project checks the PSP's picture against.

Pocket Voxel rebuilds the towns, rooms and routes of a Game Boy creature-RPG as voxel dioramas, and plays the game in them.

The game's state, with its battles, scripts, menus and saves, is TypeScript running on QuickJS, the PocketJS guest. A Rust core keeps only the scene: voxel chunks, sprites and the camera. The PSP draws that scene with the GE and the PS Vita with GXM, each through a renderer of its own.

It runs on the ROM of a game you own, and what it builds from it stays on your machine. Here it is shown as a demo; the code is open for you to build and change.

Source on GitHub

OpenStrike

Recorded frame by frame from the PSP build in an emulator, at 480 × 272.

OpenStrike is a first-person shooter of rounds against bots, played on classic BSP maps.

Its round rules, weapon tables, bot difficulty and the whole HUD are JavaScript running on QuickJS, with the HUD written in JSX. A Rust core simulates the world and draws it with a renderer for each machine: the GE on the PSP, GXM on the PS Vita, wgpu on a desktop computer.

It loads its maps and textures from a game you own and prepares them on your machine. Here it is shown as a demo; the code is open for you to build and change.

Source on GitHub