These are browser-based web apps that use mainly WebGL and SVG. They should run fine in any reasonably recent desktop, phone or tablet web browser without requiring any special plugins.
These apps get updated quite often and many browsers cache files. Thus, if any app appears to look funny or behave wierdly, use the browser Refresh button to update cached files.
iPad: On some older iPads you may have to cycle the orientation of the page to/from portrait and back to get the WebGL canvas to scale properly. To look good on a hi-res screen, the WebGL canvas has to be drawn at a multiple of the device's pixel ratio and then scaled back to page size using CSS. For some reason iPads sometimes ignore this CSS scaling during the first page render.
iPhone: Whilst the canvas scales fine on an iPhone, everything else appears to scale completely differently to any other device, including the iPad, and there seems no way of getting rid of the address bar at the top. Of course this is the only device type that I don't really have access to for extensive testing, but I am working on it.
The following are some simple experiments with different web technologies and concepts, available here as they may be of interest to some people, but having no purpose other than as tests or demonstrations of whether a particular approach is practical or even viable.
The intention was for these to form part of the PerformativeDesign.com website. However embedding Java applets in web pages is very much a dead-end now as both Edge and Chrome no longer support the Java plugin, and it looks like Oracle will soon depreciate it anyway. However, they are available here as standalone apps as I still think they may be useful.