Website review
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What is Andrew Huth?
Andrew Huth is the personal website of a developer who describes himself as building accessible things for the web, particularly with React, Next.js and TypeScript. The site works mainly as a portfolio and link hub: a short identity statement, a set of links (writing, code, LinkedIn, email) and a gallery of side projects.
What you will find there
The side projects list is the most substantial part of the page, and it reads like a public sketchbook rather than a product catalogue. Examples include raycasting in React, several Conway's Game of Life experiments (one in TypeScript, one using WebAssembly), Checkbox Life, Tetris, raytracing, elementary cellular automata, a stack machine, dice, and a series of graphics concepts such as SVG morphing, branching and sprite experiments, plus Flappy Flap 2 and Daily Done.
That mix points to a few practical uses:
- Learning by example. If you are working through React rendering, canvas animation, WebAssembly or small game loops, these demos show one developer's approach in runnable form.
- Assessing fit for a hire or collaboration. The project list and the writing/code links give a quick sense of the author's interests and technical range.
- Finding the author. The page is the canonical place to reach him through his listed writing, code, LinkedIn or email links.
Who it is for
Developers curious about browser graphics and small interactive experiments, people evaluating Andrew Huth's work, and anyone who wants to see how accessibility-focused React and TypeScript practice plays out in side projects. It is not a documentation site, a library or a service with pricing; there is no product to buy here.
A sensible next step
Start with the project that matches your current problem rather than browsing the whole list. If you are learning WebAssembly in a front-end context, compare the TypeScript and WebAssembly versions of Conway's Game of Life side by side; if you care about rendering performance in React, look at the raycasting experiment first. For a broader picture of his thinking, follow the writing and code links from the Links section, and for related work in the same spirit of accessible web development, React is the natural reference point.
What kind of React and TypeScript projects does Andrew Huth build?
Andrew Huth builds small, self-directed web experiments rather than commercial products: the site describes him as "building accessible stuff for the web. Especially in React, Next, TypeScript," and its project list backs that up with a catalogue of browser-based demos.
What the projects suggest
The recurring pattern is implementing things that usually live outside React — graphics, simulation, and low-level computation — inside a React and TypeScript front end. The list includes raycasting in React, a TypeScript Conway's Game of Life, a WebAssembly version of the same simulation, ray tracing, elementary cellular automata, a stack machine, and a Tetris implementation. Alongside those are smaller interface and animation studies: several sprite concepts, an SVG morph concept, a branching concept, and a checkbox-based "Checkbox Life". Titles like "Dice Concept #1" and "Daily Done" point to quick, throwaway UI ideas rather than finished tools.
Two things stand out for anyone assessing the work.
Rendering and state are the interesting part. Raycasting, ray tracing, and cellular automata all involve per-frame updates and heavy loops, which is exactly where React's rendering model gets awkward. Seeing these done in React and TypeScript is a signal that the author is willing to work through performance and state-management problems instead of avoiding them.
The wasm variant is a deliberate comparison. Listing "Conway's Game of Life #4 (typescript)" next to "#5 (wasm)" suggests the point was to compare a pure TypeScript implementation against a WebAssembly one — useful if you are weighing whether to move a hot loop out of JavaScript.
How to use this
If you are learning React or TypeScript, treat the list as a menu of practice problems: pick the cellular automata or the stack machine, and rebuild it yourself. The numbered entries ("#1", "#2", "#4") are the most instructive, because they show iteration on the same idea rather than a single polished result.
If you are evaluating the author's fit for a role or collaboration, note the trade-off: this is breadth over depth in any one domain. There is no evidence here of large-scale application architecture, testing, or accessibility work in production — despite the accessibility framing in the site description. For that, the "Writing" and "Code" links on the site are the better next stop.
For comparison, other developers publishing similar React experiment collections include Josh Comeau and overreacted.io.
How does Andrew Huth approach web accessibility in his work?
The site presents Andrew Huth as someone who is "building accessible stuff for the web," working mainly in React, Next, and TypeScript. That framing suggests accessibility is a core part of his development practice rather than an afterthought.
What the page shows
- A working focus, not a manifesto. The homepage lists links to Writing, Code, and LinkedIn, plus a set of side projects. There is no dedicated accessibility statement, checklist, or case study on the page itself, so his approach has to be inferred from what he builds and writes about.
- React, Next, and TypeScript as the stack. These tools give a developer strong levers for accessibility: component-level control over semantics and focus, server-rendered markup that works before JavaScript loads, and typed props that make it harder to omit required labels or ARIA attributes.
- Small, self-contained experiments. The side projects—raycasting in React, Conway's Game of Life in TypeScript and WebAssembly, Tetris, a stack machine, SVG and sprite concepts—are the kind of builds that force you to think about keyboard input, focus management, and non-visual feedback.
Why that matters in practice
If you are evaluating whether his work is a useful reference, look at how the interactive demos behave without a mouse. A canvas-based game or raycasting demo needs a keyboard path, visible focus, and some textual equivalent; a React component library needs correct roles, labels, and focus order. Those are the concrete tests that separate "accessible" as a tagline from accessibility as an outcome.
For a developer building something similar, the practical starting point is to treat each interactive piece as a small accessibility problem: define the keyboard interaction, decide what a screen reader should announce, and check that the experience still works when JavaScript is slow or fails. The Andrew Huth site is a place to see that kind of work in progress.
What side projects has Andrew Huth created, such as Raycasting in React or Conway's Game of Life?
Andrew Huth lists his side projects on his personal site, Andrew Huth, grouped under a "Side projects" heading. They are mostly small, self-contained experiments rather than polished products, covering graphics, simulations, games and interface concepts. The examples you mention sit in that mix: Raycasting in React and two numbered Conway's Game of Life builds, one noted as TypeScript and one as WebAssembly.
The full list of projects named on the page:
- Raycasting in React
- Conway's Game of Life #4 (TypeScript)
- Conway's Game of Life #5 (WASM)
- Checkbox Life
- Tetris
- Raytrace #2
- Elementary cellular automata
- Stack machine
- Dice Concept #1
- Branching Concept #1
- SVG morph concept
- Sprite concept #1
- Sprite concept #2
- Flappy Flap 2
- Daily Done
What the list suggests
The projects cluster into a few themes. The graphics and rendering group includes the raycasting and raytracing pieces plus the sprite and SVG morph concepts, which are typical ways to explore how pixels, vectors and animation behave in a browser. The simulation group covers the cellular automata work, including the Game of Life variants and Checkbox Life. The games and playable pieces are Tetris and Flappy Flap 2. A smaller group is more about interface and state ideas: Stack machine, Dice Concept #1, Branching Concept #1 and Daily Done.
The numbering is worth noticing. "Conway's Game of Life #4" and "#5" imply earlier attempts, and the two are labelled by implementation approach rather than by feature, so the sequence reads as a comparison of how the same simulation is built in different languages or runtimes. That is a common way for a front-end developer to test performance and tooling boundaries without committing to a full application.
Who these are useful for
If you work in React, Next.js or TypeScript, these are the kind of examples that show how a framework handles work it was not designed for, such as per-frame canvas rendering or heavy computation. A developer weighing whether to push a simulation into WebAssembly can look at the TypeScript and WASM Game of Life builds as a natural pair. Someone learning graphics programming may find the raycasting and raytracing experiments more approachable than a full engine, because each one isolates a single technique.
A practical next step
Open the site, pick the two Game of Life builds and compare them directly: note how the TypeScript version is structured, then look at what changes when the same rules run through WebAssembly. That comparison is the clearest entry point on the page, and it turns a list of demos into a concrete lesson about where computation should live in a web app.
Can I hire Andrew Huth for React or Next.js development work?
The page presents Andrew Huth as a developer focused on accessible web work in React, Next.js and TypeScript, but it does not state that he takes on client or contract work. There is no services page, availability note, rate card or contact form for project inquiries in the evidence. The listed contact routes are LinkedIn and email, alongside links to writing and code.
So the honest answer for a hiring manager or founder is: you can reach out, but you cannot confirm from the site alone that he is available for hire.
What the page does tell you
- Technical fit: React, Next.js and TypeScript are named directly, with accessibility called out as the emphasis. That matches the stack many product teams need for component libraries, design systems and app work.
- Working style: The side projects section is unusually broad — a raycasting demo in React, Game of Life builds in TypeScript and WebAssembly, a checkbox-based Game of Life, Tetris, raytracing, cellular automata, a stack machine, SVG morphing, sprite experiments and a daily puzzle. This reads like someone who enjoys small, self-contained builds and rendering problems, which is useful signal for prototyping-heavy or graphics-adjacent front-end work.
- Public writing: A writing link suggests he documents what he builds, which tends to help when a team needs maintainable, explained code rather than one-off output.
Decide before you write
Ask yourself which engagement you actually need:
| Your need | Whether this profile fits |
|---|---|
| Long-term product front-end role | Plausible on stack, but availability unknown |
| Short accessibility audit or remediation | Strong on stated focus, no service terms listed |
| Fixed-scope prototype or demo build | Side project breadth suggests capability, not capacity |
| Ongoing retainer | No rates, availability or contract details on the page |
A practical next step
Send a short, specific message through LinkedIn or email rather than a generic "are you available?" note. Lead with the stack, the scope, the timeline and whether it is contract or full-time. Something like: "We're building a Next.js app with a shared component library and need accessibility work on our forms and navigation. Six-week contract, remote, starting next month — is that something you'd consider?"
If you get no reply or the answer is no, use the same criteria to screen other React and Next.js contractors: check for a public code profile, a written explanation of past accessibility work, and at least one project where they owned the front end end to end. For background on the framework itself, Next.js documents the conventions you would want any contractor to already know.
Where can I read Andrew Huth's writing or follow his code updates?
Andrew Huth's writing and code updates are collected on his personal site, Andrew Huth. The page is organized around two clear tracks: a Links section for following him and a Side projects section for browsing what he has built.
Follow his writing and profiles
The Links section points to his writing, code, and professional profile:
- Writing — his articles and posts
- Code — his source repositories
- LinkedIn — professional updates and background
- Email — direct contact
For someone who wants to read his thinking rather than just run his demos, Writing is the first stop; Code is where to watch implementation work.
Browse his code updates through side projects
The Side projects list doubles as a changelog of what he is experimenting with. It spans a wide range of front-end and graphics techniques, including:
- Raycasting in React
- Conway's Game of Life in two versions, one TypeScript and one WebAssembly
- Checkbox Life, Tetris, Raytrace #2, and Elementary cellular automata
- Stack machine, Dice Concept #1, and Branching Concept #1
- SVG morph concept, Sprite concept #1, Sprite concept #2, and Flappy Flap 2
- Daily Done
Several entries are labeled "concept," which suggests early-stage visual or interaction experiments rather than finished products. The mix of TypeScript and WebAssembly versions of the same idea is a useful signal: if you are comparing how a simulation performs across those two approaches, those paired projects are the most directly relevant.
A practical next step
If you are evaluating his work for a specific reason, match the section to your goal:
| Your goal | Where to start |
|---|---|
| Read articles and explanations | Writing |
| Inspect or reuse source code | Code |
| See interactive graphics and game experiments | Side projects |
| Contact him or check professional history | Email or LinkedIn |
A concrete scenario: if you are building a React app with a canvas-based simulation, open Raycasting in React and the TypeScript version of Conway's Game of Life first, then compare them with the wasm version to judge where WebAssembly earns its extra setup cost.
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