Felix Martinez

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Felix Martinez

Felix Martinez

@Sirokos

Currently working as Graphics Engineer & Tech Director. My practice blends human interfaces, interaction design and realtime rendering.

Katılım Şubat 2009
493 Takip Edilen1.6K Takipçiler
Marcin Ignac
Marcin Ignac@marcinignac·
Living surface. One of my favourite things i've ever made. Completely procedural with initial modelling together with @SimonHarrisCo in Houdini but then brought to life and simulated in WebGL. [2020]
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Carlos Coronado
Carlos Coronado@CarlosGameDev·
YOU just broke my Wishlist chart. Just to put things into perspective: none of my previous six games in 15 years reached more than 5,000 wishlists at launch. And yesterday alone, Together: Moon Escape was wishlisted by 10,500 players!!!!!!!! IN A SINGLE DAY!!!!!!!!!!! Thank thanks thank thanks thanks to everyone ❤️❤️ 🥹 🥹
Carlos Coronado tweet media
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REPLACED - Out Now!
REPLACED - Out Now!@REPLACEDGame·
REPLACED is OUT NOW on PC and Xbox! Uncover the sinister secrets of Phoenix Corporation, through the eyes of its own creation, R.E.A.C.H. Your journey through Phoenix City begins now.
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Felix Martinez
Felix Martinez@Sirokos·
@matsuoka_601 awesome! looking forward to see how nice it gets! I wanted to test position based fluids as I heard its easier to get more stability than with SPH
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matsuoka-601
matsuoka-601@matsuoka_601·
@Sirokos I've only tried screen-space fluid rendering, but wanna try mesh-based ones after seeing your results!
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Felix Martinez
Felix Martinez@Sirokos·
Lately exploring the 3D fluid rendering and how wasm and webgpu interact. Quite a lot of learnings, this is a little demo on the current progress.
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Felix Martinez
Felix Martinez@Sirokos·
@sadcatstudios just played it on the ROG Ally X, butter smooth, loved it! Can't wait to the release in a couple days ✨
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Felix Martinez
Felix Martinez@Sirokos·
@matsuoka_601 Hi! Yes it is an implementation of Paul Bourke’s Marching Cubes article, fully on the GPU. It runs surprisingly fast for a 256^3 volume with indirect drawing. There’s also a postprocessing volume handling screen space reflections and transmissive material for refractive rendering
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matsuoka-601
matsuoka-601@matsuoka_601·
@Sirokos Hi, it's a really cool rendering & simulation! Is the rendering mesh based? The fluid surface looks very nice to me!
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Felix Martinez
Felix Martinez@Sirokos·
Link to the demo (Desktop only) so you can try it in realtime -> fluid.kansei.graphics P.S. It is highly experimental and probably will have a lot of bugs, performance issues, so bear with me :)
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hansonerere
hansonerere@hansonerere2·
My most complex @rive_app scripting experiment so far: custom particle generating a custom 3D form Still amazed by how powerful Rive is.
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Felix Martinez
Felix Martinez@Sirokos·
@lisyarus Nice stuff ❤️ how are you handling denoising? Does it run at realtime framerates?
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
So, I've made a multi-threaded Monte-Carlo raytracer with diffuse, metallic, and transparent materials... ...in my own programming language 🤪 It's all fairly basic (no BVH or MIS, the compiler is arm64 only & doesn't optimize anything), but I'd still call it a huge success!
Nikita Lisitsa tweet media
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Daniel Beauchamp
Daniel Beauchamp@pushmatrix·
Huh, so that's why text is called a string
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Felix Martinez
Felix Martinez@Sirokos·
Riding the wave of the pretext.js without pretext 😅
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