
Consulting (engineering, R&D, architecture, training) #WebGL #WebGPU #WebXR 3D Web (DMs are open). Ex dev @playcanvas.
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Joined December 2011
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Max M retweeted
New in PlayCanvas: a dynamic sky ☀️☁️🌙
Day & night cycle, volumetric clouds drifting with the wind, stars, moon, and scene lighting that follows the sky, all in one CameraFrame effect.
Runs on WebGPU and WebGL2.
github.com/playcanvas/engine…
Max M retweeted
New @playcanvas version 2.23 is almost here, and rendering just got a lot cheaper on the CPU 🚀
20K boxes with shadows (40K draw calls), CPU time per frame vs 2.22:
WebGPU: 75.9 → 35.3 ms, 2.1× faster
WebGL2: 47.1 → 30.5 ms, 1.5× faster
Max M retweeted
A pivotal moment for real estate! 🏡
Capturing a property in 3D used to mean a $5,000 LiDAR scanner. This house was scanned with a $500 @insta360 X5 - a consumer 360 camera.
And best of all? All of the software is free and open source! It's based on a technique called 3D Gaussian splatting:
🪄 Splat creation: Spirula Studio
🖼️ Splat rendering: @PlayCanvas
So for $500, you can present any property online and let prospective purchasers freely explore as if it was a videogame. 🎮
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Max M retweeted
SuperSplat Editor 3.0 is here 🚀
The free and open source Gaussian splat editor has been rebuilt from the ground up on WebGPU. Far larger scenes, a fraction of the memory, smooth on tens of millions of Gaussians.
Try it now → superspl.at/editor
🧵 What's new...
Max M retweeted
Depth of field and volumetric light on a Gaussian splat scene in @playcanvas. Depth comes from the splats themselves, in the forward pass — no proxy geometry, no extra pass.
Max M retweeted
Did someone just use a video of my model to advertise AI?
And where is my $15000? 🥲
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Many complain about the effect of it.
But uncanny animations stand out so much when graphics tries to be too realistic, but animation is not.
When style is more artistic, then animation can be synthetic too.
But now there is aignificant desync.
Max M retweeted
What happens if you give Codex one /goal - "faithfully port Quake" - and let it work for 3 whole days?
This happened: the original game running in a browser, with a TypeScript runtime and @PlayCanvas renderer.
A thread on long-running LLM jobs 🧵
Arc Raiders is called "dead" by the communities, while Embark is still making tons of cash. Likely afraid to change anything to risk cash flow.
The loud minority is ignored (twitter, youtube).
Some players definitely feel betrayed and unanswered.
While majority of players are in isolated bubbles (consoles), playing as usual.
Max M retweeted
New in @playcanvas - volumetric fog now lit by clustered omni + spot lights, one raymarched volume per light.
WebGL2 & WebGPU
The industry is rehiring many of those who were cut "because of AI", as AI did not match the hyped expectations, requiring significant human expertise and domain knowledge.
It resulted in a big exchange of staff across big tech companies.
The public realisation of hype, is usually an indication of hype's peak.
While we are still waiting for major IPOs, if the flow of cash in AI will start to dry out, we might see the beginning of the burst. Not every AI company will survive.
Some of them are already trying to diversify, to not have all eggs in one bucket. @spacexai in that sense is in a good place.
Max M retweeted
🚀 PlayCanvas Engine 2.21.0 is out!
Your free and open source web graphics engine
🔮 3D Gaussian splat refraction
🌊 Water rendering
🌥️ Volumetric fog
〰️ Styled and dynamic fat line rendering
Get started today:
npm install playcanvas
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Recipe:
Screen texture - Half-resolution R32UI texture (4b of indices). Objects are rendered with flat colors; each color is an index into the embedding atlas.
Embedding atlas - Smaller RGBA16F texture array, sized by the number of unique objects. Each texel is a coordinate in semantic embedding space.
Transformer - Reads the screen texture, looks up object meaning from the embedding atlas, and synthesizes the final image in realtime.
Feedback - use previous frame motion warped to ensure stability.
Optional: add more screen-texture types (G-buffer–like) to further guide synthesis.
You keep full control over composition, objects, gameplay, and on-screen events. While have fully synthesized renderer.
We've participated in @Castle_Game_Jam 2026. Living for a week in a 14th century castle, with more than a hundred of indie developers was a blast.
Jam's theme was: Smoke & Mirrors, and we've made a small game: Constantine trying to smoke out ghosts out of a castle, to prepare it for Baron's visitors.
We've used @playcanvas engine, 2 devs, 1 artist, 5 days.
Link and source in a post below.
Play here: smokeout.meta.space/ Only 4.8Mb download size.
Source code: playcanvas.com/project/15628…








