"use client"; import React, { useState } from "react"; import { motion, AnimatePresence } from "framer-motion"; import { Sparkles, ArrowUpRight, Gamepad2, Terminal, FlaskConical, X, ExternalLink, Cpu, Layers, Calendar, ShieldCheck, } from "lucide-react"; interface Product { id: string; title: string; category: "software" | "games" | "lab"; categoryLabel: string; tagline: string; status: string; statusType: "active" | "alpha" | "prototype" | "upcoming"; releaseTarget: string; description: string; longDescription: string; features: string[]; stack: string[]; accentGradient: string; borderGlow: string; icon: typeof Gamepad2; } export default function Portfolio() { const [filter, setFilter] = useState("all"); const [selectedProduct, setSelectedProduct] = useState(null); const [productsList, setProductsList] = useState([]); React.useEffect(() => { setProductsList(initialProducts); async function fetchFromDB() { try { const res = await fetch("/api/projects"); if (res.ok) { const json = await res.json(); if (json.success && Array.isArray(json.data) && json.data.length > 0) { interface ApiProject { id: string; title: string; category: "software" | "games" | "lab"; categoryLabel: string; tagline: string; status: string; statusType: "active" | "alpha" | "prototype" | "upcoming"; releaseTarget: string; description: string; longDescription: string; features: string[]; stack: string[]; accentGradient: string; borderGlow: string; iconName: string; } const mapped: Product[] = json.data.map((p: ApiProject) => ({ ...p, icon: p.iconName === "Gamepad2" ? Gamepad2 : p.iconName === "FlaskConical" ? FlaskConical : Terminal, })); setProductsList(mapped); } } } catch { // Fallback silently to initial products } } fetchFromDB(); }, []); const initialProducts: Product[] = [ { id: "aetheria", title: "Aetheria: Chrono Drift", category: "games", categoryLabel: "Tactical Flight RPG", tagline: "Atmospheric spaceflight RPG driven by Newtonian physics & relativistic time mechanics.", status: "In Active Dev", statusType: "active", releaseTarget: "Alpha 2027", description: "Pilot handcrafted atmospheric ships through uncharted cosmic sectors. Engage in tactical orbital maneuvers where time dilates with engine velocity.", longDescription: "Aetheria is our flagship narrative sci-fi title. Designed without live-service grind or predatory mechanics, it centers on contemplative space exploration, deep Newtonian flight kinematics, and an original interactive dark-ambient synth score.", features: [ "True orbital mechanics and gravitational slingshots", "Non-linear stellar narrative with faction autonomy", "Zero-compromise single-player standalone artistic experience", "Procedurally synthesized nebula volumetric rendering", ], stack: ["Godot 4.3", "C++ GDExtension", "Bespoke GLSL", "FMOD Sound Engine"], accentGradient: "from-cyan-500/20 via-blue-600/10 to-transparent", borderGlow: "hover:border-cyan-400/50 hover:shadow-[0_0_30px_rgba(56,189,248,0.25)]", icon: Gamepad2, }, { id: "nebulaflow", title: "NebulaFlow", category: "software", categoryLabel: "Creative Shader Pipeline", tagline: "Node-based real-time GPU shader workbench & procedural VFX engine.", status: "Private Alpha", statusType: "alpha", releaseTarget: "Beta Q3 2027", description: "A high-performance visual coding environment for creative coders, game devs, and technical artists compiling directly to WGSL and GLSL.", longDescription: "NebulaFlow re-imagines real-time shader generation. Designed with a lightweight Rust core and a distraction-free spatial interface, it compiles visual nodes directly into native shaders at 120 FPS with instantaneous hot-reloading.", features: [ "Instant compilation to WGSL, GLSL, and Metal Shading Language", "Deterministic local-first project workspace without cloud locks", "Live audio-reactive parameter modulation via WebAudio / ASIO", "Integrated raymarching and compute shader node library", ], stack: ["Rust", "WebGPU", "Tauri", "TypeScript", "WGSL"], accentGradient: "from-purple-500/20 via-indigo-600/10 to-transparent", borderGlow: "hover:border-purple-400/50 hover:shadow-[0_0_30px_rgba(168,85,247,0.25)]", icon: Terminal, }, { id: "voidwalker", title: "Voidwalker OS", category: "software", categoryLabel: "Spatial Workstation", tagline: "Distraction-free spatial terminal and local knowledge workstation for intense focus.", status: "Prototype", statusType: "prototype", releaseTarget: "Q4 2027", description: "An experimental desktop environment stripping away notification clutter in favor of an ergonomic cosmic workspace and local neural indexing.", longDescription: "Voidwalker replaces chaotic desktop windows with an infinite 2.5D orbital plane. Crafted for independent developers and creative writers who demand absolute cognitive quiet.", features: [ "Local-first vector indexing over personal markdown & codebases", "Orbital workspace clustering with keyboard-centric navigation", "Sub-10ms input latency with custom GPU text rendering engine", "Zero tracking, zero analytics, zero telemetry overhead", ], stack: ["Rust", "SQLite", "Vulkan / Metal", "Tree-Sitter"], accentGradient: "from-indigo-500/20 via-sky-600/10 to-transparent", borderGlow: "hover:border-indigo-400/50 hover:shadow-[0_0_30px_rgba(99,102,241,0.25)]", icon: Terminal, }, { id: "singularity-pulse", title: "Singularity Pulse", category: "games", categoryLabel: "Kinetic Rhythm-Strategy", tagline: "Orbital rhythm defense game where celestial gravitational waves dictate combat tempo.", status: "Playable Slice", statusType: "prototype", releaseTarget: "2027", description: "Defend dying binary stars from quantum anomalies by aligning resonant frequencies in time with an escalating electronic pulse.", longDescription: "Built at the intersection of rhythm gaming and orbital physics, Singularity Pulse challenges players to synchronize defensive shields with gravitational wave oscillations in real-time.", features: [ "Dynamic sound-reactive procedural enemy generation", "Precise sub-millisecond input synchronization", "Full support for analog sticks, arcade sticks, and MIDI input", "Minimalist wireframe vector aesthetic inspired by 80s arcade radars", ], stack: ["Godot", "WebAudio", "Procedural GLSL"], accentGradient: "from-pink-500/20 via-rose-600/10 to-transparent", borderGlow: "hover:border-pink-400/50 hover:shadow-[0_0_30px_rgba(244,63,94,0.25)]", icon: Gamepad2, }, { id: "chromasynth", title: "ChromaSynth Lab", category: "lab", categoryLabel: "Spatial Sound Synthesis", tagline: "WebGPU audio-reactive 3D synthesis tool exploring geometric resonance.", status: "Public Experiment", statusType: "alpha", releaseTarget: "Live Now", description: "A browser-based generative instrument generating real-time higher-dimensional geometric manifolds modulated by live microphone and MIDI input.", longDescription: "ChromaSynth began as a weekend exploration in our experimental lab. It treats polyphonic audio frequencies as physical forces that deform complex geometric meshes in real time.", features: [ "Modular 8-oscillator additive & FM synthesis engine", "Real-time 4D hypercube and manifold geometry projection", "Exportable high-res WebM / MP4 video stems for VJs", "Open-source computational code released for researchers", ], stack: ["Three.js", "Web Audio API", "GLSL Compute", "WebAssembly"], accentGradient: "from-emerald-500/20 via-teal-600/10 to-transparent", borderGlow: "hover:border-emerald-400/50 hover:shadow-[0_0_30px_rgba(16,185,129,0.25)]", icon: FlaskConical, }, { id: "event-horizon", title: "Project Event Horizon", category: "lab", categoryLabel: "Procedural Cosmos R&D", tagline: "Compute-shader planetary terrain synthesis & atmospheric Rayleigh scattering.", status: "R&D Prototype", statusType: "prototype", releaseTarget: "Continuous R&D", description: "Algorithmic generation of continental scale geological plates, biome micro-climates, and photorealistic atmospheric scattering.", longDescription: "The technological foundation for our future game worlds. Event Horizon runs entirely on GPU compute shaders to generate planet-scale terrain down to individual pebbles seamlessly.", features: [ "Seamless transition from interplanetary orbit down to surface level", "Physical simulation of tectonic drift and erosion patterns", "Atmospheric volumetric cloud synthesis using 3D Worley noise", "Powers the underlying engine for upcoming Aghatis game titles", ], stack: ["WGSL Compute", "Rust", "WebGPU"], accentGradient: "from-amber-500/20 via-orange-600/10 to-transparent", borderGlow: "hover:border-amber-400/50 hover:shadow-[0_0_30px_rgba(245,158,11,0.25)]", icon: FlaskConical, }, ]; const filteredProducts = filter === "all" ? productsList : productsList.filter((p) => p.category === filter); return (
{/* Background celestial glow */}
{/* Section Header */}
ORIGINAL IP FLEET

Proprietary Works &
Upcoming Titles.

Every product showcased below is conceived, engineered, and published in-house as part of our permanent creative universe and software ecosystem.

{/* Filter Controls */}
{[ { id: "all", label: "All Works (06)" }, { id: "software", label: "Software Products" }, { id: "games", label: "Original Games" }, { id: "lab", label: "Experimental Lab" }, ].map((tab) => ( ))}
{/* Products Grid */} {filteredProducts.map((product) => { const Icon = product.icon; return ( setSelectedProduct(product)} > {/* Visual card header area with cosmetic cosmic pattern */}
{product.categoryLabel} {product.status}
{/* Centered stylized graphic watermark */}
TARGET: {product.releaseTarget}
{/* Card Body */}

{product.title}

{product.tagline}

{product.description}

{/* Tech stack badges */}
{product.stack.map((item) => ( {item} ))}
{/* Card Footer action */}
INSPECT SPEC & ARCHITECTURE
); })}
{/* In-House Notice banner */}
AUTONOMOUS PRODUCT FLEET // Every title and utility is designed, developed, and maintained by Aghatis Studio from initial prototype to continuous release.
Read Studio Philosophy
{/* Product Spec Detail Modal */} {selectedProduct && (
{/* Backdrop */} setSelectedProduct(null)} className="absolute inset-0 bg-black/80 backdrop-blur-xl" /> {/* Modal Dialog */} {/* Close Button */} {/* Header */}
{selectedProduct.categoryLabel} {selectedProduct.status}

{selectedProduct.title}

{selectedProduct.tagline}

{/* Overview & Narrative */}

// PRODUCT MANIFESTO & PHILOSOPHY

{selectedProduct.longDescription}

{/* Architectural Highlights */}

// KEY ARCHITECTURAL CAPABILITIES

{selectedProduct.features.map((feat, i) => (
{feat}
))}
{/* Tech Stack */}

// COMPILED STACK & RUNTIME

{selectedProduct.stack.map((item) => ( {item} ))}
{/* Footer Meta */}
Target Deployment: {selectedProduct.releaseTarget}
)}
); }