it takes time — a (vibe)coded watchface done in 30 min with #threejs and #troikatext
Link: clock.felixmartinez.dev
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it takes time — a (vibe)coded watchface done in 30 min with #threejs and #troikatext
Link: clock.felixmartinez.dev
Press Ⓜ️ to show/hide controls
Day 6 for #genuary2025 - "Make a landscape using only primitive shapes", boxes seems to be the most common approach this year. My take uses instanced boxes in #webGPU and FBM noise to drive the height.
Link: genuary25.felixmartinez.dev/sketches/day...
Bit behind with #genuary2025 day 4 was "black on black" and I did some tweaking on my #webgpu msdf font renderer, playing with vertex shader transformations over instanced geometry.
Link: genuary25.felixmartinez.dev/sketches/day...
Source: github.com/Siroko/genua...
Time to jump onto day 5 and 6 😅
Day 3 and the "Exactly 42 lines of code" I went for a quick "Boids" implementation with vanilla canvas 2D on Typescript.
Link: genuary25.felixmartinez.dev/sketches/day...
#genuary2025 #genuary3
It is an effect from the macromedia Flash times, where the frames of the webcam were passed down to different frames on a grid, so that you could see some sort of motion trails. It was done in a studio in London called hi-res IIRC.
Day 2 of #genuary2025 for the prompt: Layers upon layers upon layers. I thought about replicating the good old Nanikawa effect on WebGPU, but I just had a couple of hours while flying on a plane to code it, so this is where I landed :)
Link: genuary25.felixmartinez.dev/sketches/day...
thanks! much appreciated ❤️
Day one for Genuary 2025.
Prompt: Vertical or horizontal lines only.
Link: genuary25.felixmartinez.dev/sketches/day...
A rainy day, is a quick entry done with my custom WebGPU engine. I will try to keep up with #genuary2025 this year, let's see how it goes 😅
Flora is an exercise from 2021 when I was exploring instanced rendering and dynamic systems by using procedural functions to animate and position geometry.
It is coded using #threejs as a 3D engine and custom #glsl shaders to optimize rendering speed.
managed to improve the glyph render quality at different distances. Also having fun with mouse strength/direction on the compute shader.
Live link: kansei.graphics/examples/ind...
getting into Aino and Alvar Aalto vibes with this one.
Compute buffers updating nicely also on mobile phones.
#webgpu
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Progress with the msdf font renderer on my very own WebGPU engine. Glyph positions and metrics are on compute buffers so they can be manipulated on a compute shader pipeline. Love the sharpness when zoomed in ✌🏻
#webgpu
Finally got the SDF font parser integrated on my WebGPU framework! Next step, glyph bounds and instanced drawing.
#webGPU
infinite squeezed half-spheres displaced with some noise functions.
🔗 Live link -> 04flora.netlify.app
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is cool yes!
thanks!
I did this experiment that generates random compositions of boxes on every refresh of the page.
breel-weekly-brutalist.netlify.app
#threejs
steering behaviour running on the GPU, realtime WebGL FTW
R&D with ML depth estimation applied to video footage
More realtime typography simulation work.
Some vanilla WebGPU compute shader interacting with the mouse. Very nice what browsers can do these days.
exploring typographic GPU simulations with WebGL!