MΛX
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m4xc.bsky.social
MΛX
@m4xc.bsky.social
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics.

https://m4xc.dev/
A big optimization I worked on after my last post was making our voxelizer lazy. So, it only updates parts of the scene that changed. This made a huge difference for our performance and allowed us to push for larger level sizes!
Below is a high-level drawing of how it works:
July 2, 2025 at 7:02 PM
The engine supports both PC and PS5 through a platform-agnostic render graph I wrote.
It was a big gamble, I had written it as a prototype in 2 weeks, but it really paid off in the end. Saving us a ton of time and keeping our renderer clean.
Below is a code snippet showcasing the interface :)
July 2, 2025 at 7:02 PM
Here's a video showcasing the demo we created using the engine, to showcase our engine is capable of being used to make actual games! :D
April 16, 2025 at 2:57 PM
For the past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)
April 16, 2025 at 2:57 PM
Now I'm working on integrating a multi-level hash grid for the Surfels based on NVIDIA's SHARC and @h3r2tic.bsky.social's fork of kajiya. Here's a sneak peak of the heatmap debug view :)
January 15, 2025 at 6:28 PM
I've been validating the results of my Surfel Radiance Cascades, comparing it to ground-truth and using the white furnace test. I think I'm really close to GT now, attached are 2 images, one is GT, the other is SRC :)
January 15, 2025 at 6:28 PM
I've been improving the Surfel Radiance Cascades since my last post, ironing out bugs one by one. It's starting to get difficult to see the difference between my ground truth renderer and the SRC one :)
(in this rather low frequency scene, more high frequency tests coming soon)
January 8, 2025 at 6:13 PM
After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)
January 3, 2025 at 9:38 AM
I Finally got around to adding ImGui to my project, it was about time after logging info for a while :p
I'm now working on splitting the Surfels into Cascades, after which I can start implementing the radiance gathering, merging, and finally applying the diffuse irradiance to the screen :)
December 27, 2024 at 11:48 AM
Something I'm considering for the acceleration structure is an extra layer of indirection (Surfel Clusters), which would allow me to store an offset & count in each cell.
Instead of storing the index of each Surfel in the cell itself.
December 14, 2024 at 3:59 PM
This week I've been implementing Surfels for the first time, the most challenging part so far has been the spawning algorithm. Stopping Surfels from spawning on top of each other. The spatial look-up acceleration structure is also a part which I still need to iterate on :)
December 14, 2024 at 3:59 PM
Evil SPIR-V 😈
November 25, 2024 at 3:18 PM
Found out that Slang supports Unicode 😈
(Yes, this compiles & runs :p)
November 25, 2024 at 2:12 PM
I was looking at the code again, and it seemed to act a bit strange with certain numbers of N.
This version seems to be more stable, and looks more satisfying when you change the N with the slider :)
November 24, 2024 at 9:13 PM
I've been using Slang these past few days for a new project I've started working on. Currently working on the rasterization pipeline, I have a cube so far :)
Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo.
github.com/nvpro-sample...
November 24, 2024 at 7:34 PM
Post a video game gif from the year you were born
November 24, 2024 at 12:28 PM
Very neat tool :D
Here's some Octahedral encoding visualized.
November 20, 2024 at 8:40 PM
Re-posting some results I previously shared on Twitter :)
These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D
November 20, 2024 at 8:09 PM