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Miolith

@miolith.bsky.social
686 followers 513 following 58 posts

🇨🇵 French programming dork stumbling into computer graphics, currently VR/AR engineer. Look at my cool site miolith.com

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Miolith @miolith.bsky.social · 29/08/2026
New shader www.shadertoy.com/view/NfGXDD
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Miolith @miolith.bsky.social · 06/08/2026
trying to make random stuff to test my voxel engine
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Miolith @miolith.bsky.social · 31/07/2026
Custom sun position and procedural sky box for my #voxel engine. Added this to the single compute shader the engine runs which has now 900 lines of code - which is starting to get a bit ridiculous
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Miolith @miolith.bsky.social · 24/07/2026
0 / 0 = 1
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Miolith @miolith.bsky.social · 21/06/2026
My Slang shaders are about 10% faster when compiled to spirv with -O0 rather than -O3 😭 how
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Miolith @miolith.bsky.social · 20/06/2026
I don't know anything about voxel terrain generation so I just throw in a bunch of random formulas and see how it goes
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Miolith @miolith.bsky.social · 09/06/2026
Make NSight Graphics crash with this one simple trick
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Miolith @miolith.bsky.social · 26/05/2026
Today on 🚀 blazingly 🚀 fast 🚀 voxel editor ™️ we're editing blazinglion voxels 🚀 in real time featuring humongous ellipsoids The trick is that the dynamic ellipse you see when I drag my mouse is just a raymarched ellipse SDF that I render as voxels by clamping the ray to the nearest voxel position
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Miolith @miolith.bsky.social · 24/05/2026
Found this idea of recycling empty voxels in dense voxel grids to store the distance to the nearest voxel in each of the 6 directions. With this new addition to my engine I can now have real time brute force path tracing at reasonable framerate on my 10 yo dusty GPU
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Miolith @miolith.bsky.social · 17/05/2026
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Miolith @miolith.bsky.social · 29/04/2026
Decided to raytrace everything in a single compute shader in my voxel engine, it's just easier to share light data between static world grid and dynamic entities like that The entities are just a 3x4 matrix transform and a 3d texture. I first ray intersect their AABB and raymarch the 3d texture.
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Miolith @miolith.bsky.social · 23/04/2026
Added the undo feature to my voxel editor. The undo history has only a depth of 1 for the moment because I'm not sure how I will handle a history of dozens of voxel grids on the GPU yet
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Miolith @miolith.bsky.social · 18/04/2026
Adding entity modeling to my #voxel editor. Entities are 3d textures rendered with fast voxel traversal and the editing process is 100% compute shader as I found that fast and convenient. I'm just really apprehensive about the moment I'll have to implement the Ctrl+Z feature.
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Miolith @miolith.bsky.social · 14/04/2026
Totally not fake voxel sand simulation
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Miolith @miolith.bsky.social · 12/04/2026
Experimenting with compute shaders editing that 100x100x100 3D texture 🥸
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Miolith @miolith.bsky.social · 12/04/2026
I believe it's common in c++ to implement your own span<T> type to have a std::initializer_list constructor (unlike std::span), but I also like to have a span<void> specialization that allows any span type to be passed as an argument without bothering with templated functions
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Miolith @miolith.bsky.social · 11/04/2026
Yeah ok github sure
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Miolith @miolith.bsky.social · 10/04/2026
Added moving voxels entity to my engine. This is a cube mesh rendered with a fragment shader that casts ray on a 3d texture. No idea if this is efficient I just copied the idea from Teardown
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Miolith @miolith.bsky.social · 08/04/2026
They don't want you to know but this trick makes your app 10x faster
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Miolith @miolith.bsky.social · 08/04/2026
Blazingly 🚀 fast 🚀 rectangel 🚀 #voxel editing 🚀🚀
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Miolith @miolith.bsky.social · 08/04/2026
I still don't know how lambda captures work in C++ so instead i'll stay ignorant and just do this
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Miolith @miolith.bsky.social · 31/03/2026
3 weeks after I started learning to draw ( based on httr's work)
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Miolith @miolith.bsky.social · 31/03/2026
I hope you all enjoy my assert macro. In debug mode it shows the stack trace and add a debugger breakpoint. In release mode [[assume]] allow the compiler to optimize based on assumptions about the program's state. Don't let people tell you this is a UB hazard, you should push that to prod NOW
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Miolith @miolith.bsky.social · 19/02/2026
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Miolith @miolith.bsky.social · 20/12/2025
Just resumed working on that voxel editor from scratch in C++/Vulkan. Since last time I added - Painting over voxels - Mouse raycasting Quite happy with the performance despite the whole voxel 64-tree being sent to the GPU at each update #voxel #vulkan #c
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Miolith @miolith.bsky.social · 05/11/2025
Tunnel vision. Written in 572 characters. Source code www.shadertoy.com/view/t32yD1 #shader #glsl #animation
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Miolith @miolith.bsky.social · 27/07/2025
Another screenshot of my voxel editor. The voxels are very cheap to raymarch so it wasn't hard to add shadows
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Miolith @miolith.bsky.social · 17/07/2025
That voxel editor starts to look quite good ☺️ #voxel #computergraphics #vulkan #c
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Miolith @miolith.bsky.social · 06/07/2025
Working on a real time voxel editor to edit the world of my game that has a ton of tiny voxels I implemented this in Vulkan & C++ because I presumably enjoy torturing myself and I use a sparse 64-tree to store the voxels + raycasting in a compute shader for rendering. #voxel #computergraphics
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Miolith @miolith.bsky.social · 20/04/2025
An oddly specific shader fan art of Escape Simulator, enjoy You can find the source code here www.shadertoy.com/view/w3BGWR
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Miolith @miolith.bsky.social · 28/03/2025
Just some lighting and sine based fbm experiments www.shadertoy.com/view/t3s3R8
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Miolith @miolith.bsky.social · 01/03/2025
Just made this shader pixel art, mostly inspired by the work of Reza Afshar Source code : www.shadertoy.com/view/3ffSz4
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Miolith @miolith.bsky.social · 01/02/2025
Solid proof that Earth is a manifold
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Miolith @miolith.bsky.social · 08/11/2024
Started watching Keenan Crane's lectures on discrete differential geometry by curiosity and this is so good I'm binge eating all the content like nom nom nom m.youtube.com/playlist?lis...
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Miolith @miolith.bsky.social · 03/11/2024
had to get this out of my brain
A brownie running under the caption brownian motion
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Miolith @miolith.bsky.social · 30/10/2024
Could also be used to make onions, or pufferfish
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Miolith @miolith.bsky.social · 30/10/2024
Just found a cool formula to add tiles, goosebumps or spikes to any surface so I made a whole shader out of it www.shadertoy.com/view/lc3yRr
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Miolith @miolith.bsky.social · 22/10/2024
Working in the VR industry while having a big nose is not the best life choice I've made
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Miolith @miolith.bsky.social · 21/10/2024
Are there any Outer Wilds enjoyers here ? Well, I made this shader specifically for YOU and definitely not because I only knew how to render spheres at the time!!! Source code : www.shadertoy.com/view/lcXGWs
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Miolith @miolith.bsky.social · 20/10/2024
If you are, or know, a beginner in computer graphics, I'll let you know that I made this nicely animated video about why those pesky APIs want you to use 4D vectors to do 3D geometry www.youtube.com/watch?v=o-xw...
youtube.com
Quick Understanding of Homogeneous Coordinates for Computer Graphics
YouTube video by Miolith
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Miolith @miolith.bsky.social · 20/10/2024
Comfy gums, my second most liked shader despite being very rudimentary 😄 Source code : www.shadertoy.com/view/lffGWX
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Miolith @miolith.bsky.social · 19/10/2024
There is this wierd bug on bluesky where the profile pic on the reply field has its colors inverted it looks quite cute actually lol
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Miolith @miolith.bsky.social · 19/10/2024
Topology trick : How many holes are being traverse by the pole ? Will eventually publish an article on how I made this shader animation In the meantime, here is the source code : www.shadertoy.com/view/4XG3zm
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Miolith @miolith.bsky.social · 18/10/2024
Reposting my most succesful shader so far Source code : www.shadertoy.com/view/4fyXzc
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