Maxime
@MaximeHeckel
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π«π· in πΊπΈ β’ Frontend @Tango_HQ β’ Three.js, Shaders, React, Next.js β’ Writing on https://t.co/6y9Ivvtiey π§βπ»
New York, NY
Joined February 2010
finally got a place to show and reflect the work I've been doing for the past few years β³ https://t.co/1E3tas9GeJ
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Be careful with your belief systemβit silently shapes your identity, your self-image, and how you see the world. The catch? Most of it was formed before you were old enough to question it.
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the dot matrix ticker is now live on the blog, continuously displaying the names of every person who supported my work so far! my way to say: thank you! will work on making it update in real-time at some point
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dot matrix tricker component made with css and canvas inspired by @marijanapav's wonderful portfolio https://t.co/7K9VPVaotF β https://t.co/fRf3yoUqy1 (still wip)
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had fun rebuilding all the little details around these rubber banding sliders originally implemented by @mikkmartin ~2 years ago his version is still more polished than mine (see https://t.co/SnniO7q87w) but the result is very satisfying nonetheless
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New post π Going back to my roots on writing about the inner workings of things, a breakdown of key-value databases and how you might make one from scratch: https://t.co/Dpy0TGQpZO
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mark your calendars folks!
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If you want your generations to feel designed and notβ¦generated We hid a few invite codes to @variantui in this video The first 100 get unlimited credits, reply for a hint
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built this little demo to showcase the difference between: - how your screen displays colors (additive color mixing) - how a printer mixes pigments (subtractive color mixing)
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For most of my other shader related work, I'll still rely on WebGL for the time being, as it's more documented and established In the meantime, I hope this article will come handy for your own TSL/WebGPU learning journey and avoid you some of the frustrations I faced
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I have bigger ambitions when it comes to leveraging compute shaders, and already started working on some of those projects Those procedural dioramas from this summer were fully implemented from the things I learned, and now shared in this article https://t.co/ALCxRhu0ct
first time trying my hand at procedural placement of assets π² (almost) entirely done in compute shader! it was a bit of a tricky process as I wanted to avoid not unnatural clusters of trees while also preventing collisions https://t.co/9UjviQKYD9 How I did it β
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Then with more advanced particle scenes which previously required a lot of convoluted setup to work smoothly at scale https://t.co/0plmMPMYEW
rebuilt the particle effect from my blog's home page using compute shaders (and made a way better version somehow) i think at this point i have all i need to start drafting an article with all the tricks, and gotchas to go from webgl/glsl to webgpu/wgsl https://t.co/oYVBeS3EL7
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I also wanted to find out how to leverage compute shaders in some practical examples First with instancing https://t.co/h9xVCRz6Ep
floating soft glass made with WebGPU, compute shader, and a fully custom material https://t.co/VThMqFBC5n
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This approach felt like speed-running 3 years worth of learning tackling one major theme at a time: - custom material - particles - post-processing Slowly but surely getting familiar with TSL which while at times very frustrating to work with made some of my projects way simpler
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I quickly found out that the only way to do so in Three/R3f was through TSL so this meant learning 2 things at the same time That's why I decided to learn by porting over some of my key existing shader work from the past 3 years https://t.co/v1ScRSiFOb
ported my favorite scene to WebGPU today edge detection is done in a Compute Shader and the outlines + crosshatch shadows are drawn through post-processing all of that using the new TSL language https://t.co/eJ19SUTAky
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As more and more browsers and devices stared supporting WebGPU I really wanted to get my hands on some of the new features such as compute shaders and see how I could leverage them in my work
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π New Blog Post π I spent the summer diving into TSL and WebGPU, porting over my favorite shader work along the way This article compiles all my learnings, alongside many Compute Shader applications and practical TSL shader patterns https://t.co/LfXNeBo3Jj
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this guy designed and put up his own public transport signs in places where existing ones were lacking what a chad https://t.co/hFDGpfJkFD
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βοΈ Learned and built a lot with TSL and WebGPU over the summer Looking forward to sharing it all with you on Tuesday
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Config 2026 planning is in full swing and the call for speakers is open! Tag someone you would love to see/hear/learn from at Config! Apply here β¬οΈ https://t.co/oOBIw3grGD
config.figma.com
Want to share your story on the Config stage? Submit your proposal to speak at Config by November 7, 2025.
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