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Got some time to tidy up a bit this exploration and publish a live link! SPH is a little monster that needs to be harnessed :)
Link: fluid.felixmartinez.dev
(double click to play with the presets)
#threejs #realtime #troikatext
Codevember day 5: Moss
A one-ink naturalist plate in #threejs TSL from a few moss and lichen plates.
Real geometry with spring physics per plant, lens depth of field ported from my personal engine, and some squishy #tonejs sound.
codevember-2026.felixmartine…
#claude
Codevember day 4: Tangle
XPBD ropes on the GPU with a spatial hash, #threejs TSL on WebGPU, sound with #tonejs.
codevember-2026.felixmartine…
Codevember day 3: Melt
On this one #claude ported the fluid sim, marching cubes and caustics from my personal engine to #threejs TSL. Quick and painless. Also nice to reconnect with Eric Lengyel's Transvoxel to unlock multi-resolution marching cubes.
codevember-2026.felixmartine…
2. Shatter - codevember-2026.felixmartine…
Been since forever inspired by Tomohiro Inaba's metal wire sculptures.
~41,000 wires on two swans, unravelling through a noise field. #threejs TSL compute on WebGPU, with a custom depth of field because of wires are too thin :)
#claude
Will try to keep up with (vibe)codevember.
1. Fold - codevember-2026.felixmartine…
Trying the WebGPU renderer of #threejs with a custom #pathtracer #webgpu
Quite happy it runs better than expected on mobile too kansei.graphics/examples/gla…
Added depth of field and TAA to the voxel GI thingy.
You can try it on realtime here: kansei.graphics/examples/vox…
#webGPU #webASM
Saturday night exercise: Raytracing impostors on WebGPU. Based on the 2 last blog posts by @hector_arellano Thanks my friend.
#webgpu #wasm #raytracing
Motion matching, running in the browser.
WebGPU + Rust/WASM in my toy renderer. Every frame searches a pose database for the clip that best matches the stick + predicted trajectory, inertialized blends, foot locking, and parkour with motion warping.

