Felix Martinez
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felixmartinez.dev
Felix Martinez
@felixmartinez.dev
Currently working as Graphics engineer & Tech director.
My practice blends human interfaces, interaction design and realtime rendering.
it takes time — a (vibe)coded watchface done in 30 min with #threejs and #troikatext
Link: clock.felixmartinez.dev
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April 27, 2025 at 9:18 PM
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...
January 7, 2025 at 1:30 AM
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 😅
January 6, 2025 at 9:11 PM
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
January 3, 2025 at 8:43 PM
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...
January 2, 2025 at 7:57 PM
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 😅
December 31, 2024 at 4:35 PM
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.
December 17, 2024 at 6:45 PM
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...
November 23, 2024 at 1:12 AM
getting into Aino and Alvar Aalto vibes with this one.
Compute buffers updating nicely also on mobile phones.
#webgpu
November 19, 2024 at 7:17 PM
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
November 17, 2024 at 6:09 PM
Finally got the SDF font parser integrated on my WebGPU framework! Next step, glyph bounds and instanced drawing.

#webGPU
November 12, 2024 at 4:43 PM
infinite squeezed half-spheres displaced with some noise functions.

🔗 Live link -> 04flora.netlify.app
November 11, 2024 at 5:23 PM
I did this experiment that generates random compositions of boxes on every refresh of the page.
breel-weekly-brutalist.netlify.app

#threejs
November 10, 2024 at 1:38 AM
steering behaviour running on the GPU, realtime WebGL FTW
November 8, 2024 at 12:22 AM
R&D with ML depth estimation applied to video footage
November 8, 2024 at 12:15 AM
More realtime typography simulation work.
November 8, 2024 at 12:11 AM
Some vanilla WebGPU compute shader interacting with the mouse. Very nice what browsers can do these days.
November 8, 2024 at 12:08 AM
exploring typographic GPU simulations with WebGL!
November 8, 2024 at 12:06 AM