💖 ➞ λ: CS PhD, into compiler design, programming languages, music, simulation, ML/AI, robotics. Follow me code code reviews, stock picks and dating advice.

Montreal, Canada
Joined November 2011
I transformed the Plush interpreter from a stack-based design to a register-based architecture, and the performance boost was more than I expected! pointersgonewild.com/2026-09…
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Maxime Chevalier retweeted
Oh god: The p384 private keys are randomly selected integers between 1 and 256, the private keys are effectively all-zeroes apart from the last byte
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I had to try this Google search to see if it would give me the ticker I expected 😂
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🤖 Made with AI
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Looking at some Rust wgpu/winit/Axum/tokio code and I feel like I've found the ugly/Java side of Rust, where everything is verbose and overcomplicated for no reason, except to please the type gods. It's just missing an AsyncLazyFactoryFactoryProxy to top it all off 🍒 🥮 🤦‍♀️
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Weekend project: mini 3D engine to render a cyberpunk-themed city using WebGL in the browser. It does 60fps on my Pixel 10, with ~1M polygons visible. Does per-pixel lighting and dynamic lights too :)
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I repurposed some of my fighter plane simulator code to build a space fighter game where you're racing to destroy the enemy mothership's antimatter core before it can charge a weapon that will destroy the earth. Still a work in progress. Let me know if you would like to play it!
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I put together a GLB 3D model renderer that supports skeletal animation. It's written in Plush, the interpreted language I'm building. To implement this, I first added JSON and JPEG libraries to Plush 👩‍💻 🧸 📷 The source code of the model viewer is here: github.com/maximecb/plush/bl…
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@yanpei_cao commented about Tripo 3D asset generation in this video :)
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Last week I complained about 3D model generation not working well, and someone from Tripo 3D offered me to try their service. It's not 100% flawless, but I'm impressed with the low poly meshes it generates. This is 735 quads! (any resemblance is purely accidental)
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Today's demo: procedural terrain using fractal noise and a simple fighter jet flight sim running in the Plush interpreter at 60fps 😎 🤘 github.com/maximecb/plush/bl…
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Today's demo: A toy collaborative logic circuit simulator in Plush! 🧸 ⚡️AND/OR/NOT gates and flip flops. Plush repo: github.com/maximecb/plush Command to install Plush and start this program: curl --proto '=https' -sSf maximecb.github.io/plush/ins… | sh -s -- --run-example guestbook
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I tried to play with 3D mesh generation using AI and my reaction so far is "wow it's all terrible". The image-to-mesh generators generate meshes with insane polygon counts (1M+) that are hard to reduce because it's treating each tiny polygon like a pixel and the surface of the model is noisy. The texture mapping is terrible as well, with random bits all over the place instead of a clean UV unwrap. If you ask frontier models to directly create 3D models instead, what they produce is boxy or cartoonish. Can work for something like a crate, a barrel, a chair or a desk, but not realistic/interesting character models or anything detailed. Curious to hear if you have tips, particularly for generating something with a low polygon count (in the hundreds or low thousands).
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I added a collaborative pixel canvas to the Plush guestbook program ✏️ 🧸 :) Repo: github.com/maximecb/plush Command to directly run on mac/linux: curl --proto '=https' -sSf maximecb.github.io/plush/ins… | sh -s -- --run-example guestbook
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I made the boxsim program prettier and added some usage hints at the bottom of the screen, along with more boxes, even though it's just a Plush code example. Sometimes it's the little details :)
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