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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…
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
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 🍒 🥮 🤦♀️
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 :)
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!
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…
@yanpei_cao commented about Tripo 3D asset generation in this video :)
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)
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…
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
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).
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







