Reposted by Martin LaxenaireOkayDev @okaydev.co · 16/09/2026New Bento Profile Layout w/ editor. Plus project overlays, comments, feature and reordering. A community for devs & designers. Portfolio platform + social network all-in-one. No invite needed, join today! 131 3
Reposted by Martin LaxenaireWilly Brauner @willybrauner.com · 23/03/2026New post released! 🎉 I’m breaking down everything I’ve learned about the push-pull algorithm in Signals. It's an important publication for me, this article required more research and creativity than my previous posts. Enjoy! → willybrauner.com/journal/sign... #signals #frontend #article 66712 67
Martin Laxenaire @martin-laxenaire.fr · 26/02/2026I think that the latest proposal is here: hackmd.io/@cwfitzgeral... You might want to ask the question directly in the webgpu matrix channel for more infos tho: matrix.to#/#WebGPU:mat...hackmd.ioBindless for WebGPU: wgpu Edition - HackMDThe goals for the bindless implementation in webgpu shoul 111 1
Reposted by Martin LaxenaireEric Van Holtz @ericvanholtz.com · 31/12/2025When freelance slowed down in early 2024–25, I built @okaydev.co, a creative dev + design community. In the new year, I’m stepping outside my comfort zone and starting to create content about the web, tech, & inspiring work from an okay dev’s perspective. Here’s to learning and building together! 🥂 032 3
Reposted by Martin LaxenaireMartin Laxenaire @martin-laxenaire.fr · 11/12/2025#gpucurtains v0.15 is out! 🚀 Now with full core glTF features and PBR shading support. Repo → github.com/martinlaxena... Website → martinlaxenaire.github.io/gpu-curtains/ glTF model viewer → martinlaxenaire.github.io/gpu-curtains... #webgpu #3d #javascript #gltf 032 3
Martin Laxenaire @martin-laxenaire.fr · 11/12/2025#gpucurtains v0.15 is out! 🚀 Now with full core glTF features and PBR shading support. Repo → github.com/martinlaxena... Website → martinlaxenaire.github.io/gpu-curtains/ glTF model viewer → martinlaxenaire.github.io/gpu-curtains... #webgpu #3d #javascript #gltf 032 3
Reposted by Martin LaxenaireBruno Simon @bruno-simon.bsky.social · 09/12/20256 years of thinking I can make a better portfolio. 1 year of actually building it. My new portfolio is LIVE 🚀 Please, don't break anything! 👉 bruno-simon.com 1629452 294
Martin Laxenaire @martin-laxenaire.fr · 14/11/2025Super happy to see my portfolio being picked by @muzli.bsky.social yesterday! 🎉 → muz.li/picked/2025-... → martin-laxenaire.fr 030 3
Reposted by Martin LaxenaireCyd Stumpel @cydstumpel.nl · 28/10/2025Thinking about using the View Transitions API now that all major browsers support it, but not sure where to start? This article’s for you! ✌️ Very happy to share my first blog post that’s not published on my own website 🥳, thanks Piccalilli! 2286 28
Reposted by Martin Laxenairecodrops @codrops.bsky.social · 27/10/2025Ever wondered how animation libraries actually handle motion? Willy Brauner breaks it down, sharing the story behind Interpol, a low-level tweening library and the lessons learned while building it. Read the full article: tympanus.net/codrops/2025... 0101 10
Reposted by Martin LaxenaireEric Van Holtz @ericvanholtz.com · 09/10/2025DevRel friends — where are you? I’m building Okay Social as a space for the creative + dev community to reconnect. If that mission resonates, I’d love your help spreading the word. 012 2
Martin Laxenaire @martin-laxenaire.fr · 06/10/2025I had the amazing opportunity to write an in depth article about the development of my new portfolio on @codrops.bsky.social. I've tried to write an honest testimony, from self doubts regarding my creative process to technical details and key decisions. Hope you'll find it useful and inspiring! 130 3
Reposted by Martin LaxenaireOkayDev @okaydev.co · 05/10/2025🚀 Big news! Okay Social is now open to everyone. It's the social network for creatives. Claim your handle, create a profile, and start connecting with others. Join our community today! 👉 okaydev.co/social 0204 20
Reposted by Martin LaxenaireAnime.js @animejs.com · 29/09/2025Anime.js 4.2.0 is out! 🧩 All modules can now be imported individually with subpaths 🎨 CSS variable values support 🏹 Simpler spring API with bounce & duration params 📈 More WAAPI built-in easing functions 🎛️ And an easing editor (animejs.com/easing-editor/)! Plus tons of fixes and improvements! 24611 46
Reposted by Martin LaxenaireWilly Brauner @willybrauner.com · 26/09/2025A dev team commissioned me to lead a training course on animation and creativity on the web. It would have been strange to lead a training course on "creative" development and web animation without a presentation tool being part of the theme! 1314 31
Martin Laxenaire @martin-laxenaire.fr · 26/09/2025Switched to a MRT approach for masking thanks to @douglilliequist.bsky.social It's cleaner plus it allows to easily add/remove meshes (based on a single uniform toggling) to the selective bloom, like on mouseover! 💥 020 2
Martin Laxenaire @martin-laxenaire.fr · 24/09/2025Working on adding a post-processing implementation using compute shaders for #gpucurtains. Here's an example with a selective compute bloom pass. Not sure I've used the most straightforward process (depth handling was tricky), but it's working. #webgpu #javascript 120 2
Martin Laxenaire @martin-laxenaire.fr · 23/09/2025Great! 👍 I've never really used those personally, funny to see how the API usages can vary from one person to another really. 000 0
Reposted by Martin LaxenaireLanding.Love @landing.love · 23/09/2025New portfolio on @landing.love today: Martin Laxenaire by @martin-laxenaire.fr A front-end developer specialized in animations, micro-interactions, procedural and generative art, working mostly with WebGPU, WebGL, 2D canvas and SVG. martin-laxenaire.fr 041 4
Reposted by Martin LaxenaireCyd Stumpel @cydstumpel.nl · 17/09/2025I wrote an article to celebrate scroll-driven animations finally landing in Safari 26, here are some things you probably want to know before using them: cydstumpel.nl/start-using-...cydstumpel.nlStart using Scroll-driven animations today! | Blog Cyd StumpelTo celebrate scroll-driven animations finally landing in Safari 26, here are some things you probably want to know before using them. Link to: The anatomy of a scroll driven animation We don’t need th... 35614 56
Reposted by Martin LaxenairePatrick HENG @pat-hg.bsky.social · 16/09/2025Hey 👋 with with Justine Soulié we just released a new project Ponpon Mania an interactive online comic! Animated panels, playful interactions, and a sheep with a dream to become a DJ Take a look, let us know what you think ✨ 👉 ponpon-mania.com #webgl #illustration #comics #gsap #creativecodingponpon-mania.comPonpon Mania - Interactive ComicPonpon Mania is an interactive comic. Follow the adventure of a megalomaniac sheep who wants to make the world dance. Created by Justine Soulié & Patrick Heng. 1178 17
Reposted by Martin LaxenaireMartin Laxenaire @martin-laxenaire.fr · 08/09/2025I've build myself a new portfolio - let's start a new chapter! 🚀 A tribute to the 80s arcade video games where you'll need to play and interact with the site to unlock all the content and features. Will you reach the 100% mark? → martin-laxenaire.fr 1267 26
Martin Laxenaire @martin-laxenaire.fr · 08/09/2025I've build myself a new portfolio - let's start a new chapter! 🚀 A tribute to the 80s arcade video games where you'll need to play and interact with the site to unlock all the content and features. Will you reach the 100% mark? → martin-laxenaire.fr 1267 26
Martin Laxenaire @martin-laxenaire.fr · 08/09/2025Tech stack includes: - #Nuxt by @nuxt.com - #gsap by @gsap-greensock.bsky.social - #lenis by @darkroomdevs.bsky.social - #gpucurtains, my own custom #webgpu rendering engine 000 0
Martin Laxenaire @martin-laxenaire.fr · 05/09/2025Very instructive breakdown (and very humbled to see gpu-curtains cited as a source ref as well). I can only imagine the amount of work that has been put into it! 🙌 110 1
Reposted by Martin LaxenaireRyosuke @whoisryosuke.bsky.social · 04/09/2025As I’ve been building a 3D renderer with #WebGPU, once you get past the fundamentals, it becomes harder to find guidance. So I wrote a blog breaking down the minimal architecture I created, as well as covering basic #3D terminology like Geometry and Materials. whoisryosuke.com/blog/2025/st...whoisryosuke.comThe Structure of a WebGPU RendererThe blog and portfolio of Ryosuke Hana 2246 24
Reposted by Martin LaxenaireWilly Brauner @willybrauner.com · 27/08/2025“Build a router for creative transitions” - New article out! ✨ I wanted to demystify how a router, a key structural element of any front-end web project works, especially when it comes to handling complex route transition scenarios. → willybrauner.com/journal/buil... #frontend #router #webdevwillybrauner.comBuild a router for creative transitions — Willy BraunerAnimating route transitions can quickly become a nightmare depending on the router you're dealing with. It's a subject I wanted to tackle early on so I'd never be limited in developing transition scen... 3162 16
Martin Laxenaire @martin-laxenaire.fr · 24/07/2025So cool to see #webgpu finally running on @firefox.com on Windows! 🔥 Some #gpucurtains examples are still broken (lack of rgba16float texture support, video textures, a few shaders to patch...) but it's a huge step forward!! martinlaxenaire.github.io/gpu-curtains... 020 2
Reposted by Martin LaxenaireEric Van Holtz @ericvanholtz.com · 24/06/2025A social network built for creative devs, designers, and brands. Will you join me on OKAY SOCIAL? 142 4
Reposted by Martin LaxenaireMaxime @maxime.bsky.social · 10/06/2025📝 New Blog Post 📝 I finally sat down to write about what I learned building a Volumetric Lighting effect for the web In it, I detail how to blend raymarching with post-processing to create beautiful atmospheric light to elevate your next WebGL project blog.maximeheckel.com/posts/shapin...blog.maximeheckel.comOn Shaping Light: Real-Time Volumetric Lighting with Post-Processing and Raymarching for the Web - The Blog of Maxime HeckelA deep dive into Volumetric Lighting implemented via Post-Processing leveraging a custom shader with raymarching to create beautiful light and atmospheric effect for your React Three Fiber and Three.j... 14112 41
Reposted by Martin LaxenaireVerekia 🔮 ManaBlade.com @verekia.com · 07/05/2025💌 The Web Game Dev Newsletter Issue 026 is out! Read it online here: webgamedev.com/newsletter/026, and subscribe to get the next ones delivered right to your inbox! 🚀 #threejs #r3f #gamedevwebgamedev.comNewsletter – Issue 026 | Web Game Dev 1168 16
Reposted by Martin LaxenaireGSAP @gsap-greensock.bsky.social · 30/04/2025🥳 It's an exciting day! 🥳 Thanks to Webflow GSAP is now 100% FREE - including ALL of the bonus plugins like SplitText, MorphSVG, and all the others that were exclusively available to Club GSAP members. We can't wait to see what you make! gsap.com/blog/3-13 830186 301
Reposted by Martin LaxenaireOkayDev @okaydev.co · 17/04/2025Discover how @willybrauner.com developed Interpol, a minimalist, open-source interpolation library that brings fluid motion to your web projects—without the bloat, at just 3.4kB! 🤏✨ okaydev.co/u/Willy/port...okaydev.coInterpol by Willy BraunerInterpol is an open-source library that interpolates a set of number values with a GSAP-like API. This is the lowest level of animate machine. Interpol… 061 6
Martin Laxenaire @martin-laxenaire.fr · 11/04/2025My first take at implementing volumetric lighting. Quite happy with the result (even tho it's taking its toll on my poor integrated GPU). 💥 (I might be cooking something... 😁) #webgpu #gpucurtains #javascript 0101 10
Martin Laxenaire @martin-laxenaire.fr · 04/04/2025Also, it's working out of the box for more complex scenarios like PBR materials or shadows, and we can even use render bundles all the way! 💥 Here's a test scene for you to play with: martinlaxenaire.github.io/gpu-curtains... 010 1
Martin Laxenaire @martin-laxenaire.fr · 04/04/2025Wanted to try planar reflections with #gpu-curtains for a while. Turned out I already had everything in place to implement it, just had to figure out a few details to make it work. Try here → martinlaxenaire.github.io/gpu-curtains... #webgpu #javascript 141 4
Reposted by Martin LaxenaireAnime.js @animejs.com · 03/04/2025After 5 years in the making, I'm very happy to finally release Anime.js v4, my dream animation library: 🧩 New modular API ⚡️ Highly performant 🖱️ Scroll-linked animations 🫵 Draggables ↔️ Responsive ✨ Additive animations 🪽 WAAPI support And so much more! Check out the new website animejs.com! 3055891 558
Reposted by Martin LaxenaireZach Saucier @zachsaucier.com · 03/04/2025What happens when one's occupation is replaced by AI? I wrote up some of my thoughts on the subject zachsaucier.com/blog/cheaper-laborzachsaucier.comWhat happens when one's job is replaced by cheaper labor?Thoughts around AI's effect on programming and creative work. 011 1
Reposted by Martin LaxenaireMartin Laxenaire @martin-laxenaire.fr · 01/04/2025Did you know you can use webcam media streams as #webgpu textures with #gpu-curtains? 👋 Try here: martinlaxenaire.github.io/gpu-curtains... 021 2
Martin Laxenaire @martin-laxenaire.fr · 01/04/2025Did you know you can use webcam media streams as #webgpu textures with #gpu-curtains? 👋 Try here: martinlaxenaire.github.io/gpu-curtains... 021 2
Martin Laxenaire @martin-laxenaire.fr · 30/03/2025By render passes I mean 'beginRenderPass' calls :) Anyway I got you now, thanks for the explanation (and thanks to @gnikoloff.bsky.social as well). Using render bundles for shadow maps has been on my to-do list for a while. I definitely need to try that. 000 0
Martin Laxenaire @martin-laxenaire.fr · 30/03/2025Hmm, ok, but since multi view is not yet supported, that means you're creating 16 render passes (one for each depth layer) and executing your bundle 16 times, right? 100 1
Martin Laxenaire @martin-laxenaire.fr · 29/03/2025But I don't get how you can do it in a single pass. I still need 6 render passes to render point shadows to the cube depth textures for example. 🤔 200 2
Martin Laxenaire @martin-laxenaire.fr · 29/03/2025So you're rendering a big shadow map splitted in a depth textures array of depth 16? Then the idea for CSM would be to split it into like 4 depth textures arrays of decreasing width and height, based on the distance to the camera? 100 1
Reposted by Martin LaxenaireRaphaël Améaume @raphaelameaume.com · 28/03/2025New in Fragment: sketch asynchronous initialisation 👯 init() now supports async functions! While load() can still be used as before, this simplifies the share of resources between the two functions. Also getting ready for p5.js 2.0 and WebGPU requestAdapter() 👀 221 2
Reposted by Martin LaxenaireBabylon.js Official account @babylonjs.bsky.social · 27/03/2025We are pleased to announce that web rendering just hit the accelerator! Introducing the release of Babylon.js 8.0!! #babylonJS8 aka.ms/babylon8Blog youtu.be/kKaomUggipQyoutu.beIntroducing Babylon.js 8.0YouTube video by Babylon js 22010 20
Martin Laxenaire @martin-laxenaire.fr · 27/03/2025Wow. I might as well quit webgpu and start learning CSS again. (Jokes asides it's impressive to see how fast CSS is evolving nowadays). 010 1