💖 ➞ 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
Based in Canada
Someone's looking amazing at just 1400 polygons!
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Multiplayer + animated mesh demo with my girlfriend on her iPhone :)
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Having Claude Code perform surgery on GLB model files to fix wonky skeletal animations, and transplant them between different 3D models.

ALT Mr Bean Thumbs Up GIF

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Claude Code ported my GLB mesh loader and skeletal animation code from Plush to Rust in all of 5 minutes... That was... faster than I expected.
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Had to show you this one because I think this is genuinely cool. My WIP networked 3D engine that runs in a browser. Also demoing live-editing the world, and prefab objects! :)
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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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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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Replying to @pikuma
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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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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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Replying to @valigo
That's what I've been doing with Plush. Tho mine is more a tech demo atm than a banger game. I think demo is not too difficult, actual full banger game can be hard, especially if you want a 3D game: piped.video/watch?v=6KHMw3yo…
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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 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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Today's demo: I put together a networked client-server guestbook program only accessible from Plush! 😎 🧸 Would love to have your feedback if you try it out!
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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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Today's fun project: an interactive 3D box physics simulation in the Plush language! github.com/maximecb/plush/bl…
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Planar bipedal walker + genetic algorithm controller in Plush take one 🎬. Takes about 20-30 minutes to train on my laptop CPU. This is harder than I thought 😆 Getting the walker to balance and move forward is trivial, but it optimizes for funny walks.
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Replying to @ezatwakily

ALT Sad Franklin The Turtle GIF by Treehouse Direct

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Replying to @StefanKarpinski
The Orville has a whole episode about the origin story of the Kaylon robots, which become self-aware and start to question orders. The robot company reacts by introducing a remote control with a button to inflict pain to the robots: piped.video/watch?v=GB8hECnD…
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Replying to @FUZxxl @wolftivy
Clearly you're not functional-pilled enough! /s

ALT rage GIF

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A torture test for my interpreted software renderer: testing how well it copes with a 26-floor building that you can climb into with alpha blended surfaces all around. Featuring BSP trees and the awesomeness of S-buffers.
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Show and tell: fast rasterization with alpha blending at 720p in Plush, an interpreted language! :)
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Demo day: Tremor, a mini Quake-like 3D game engine, and neural network word detection in Plush! :)
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Did some renovations and added a vaulted ceiling to make the space look bigger🏠 (I am totally trying to take stylistic cues from Quake, if you can't tell)
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Today's vibe coding: first-person mini game engine, complete with a BSP tree, an S-buffer, animated lava and collision detection. Running at ~50fps in the Plush interpreter :)
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I added a dying animation to my little motorcycle game. If you hit the side barriers, there's a crude simulation of the rider getting projected off the motorcycle 😅😆
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I improved my city render and turned it into a little game where you can ride a motorcycle 🏍️ :) Not bad for an interpreter doing 100% software rendering I think! 😎
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WIP city highway at night animation. Rendering in the Plush interpreter at ~60fps. Currently this is only 2.5D and single-threaded, but I'll try to make a true 3D version, and make it look nicer.
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What happens when you ask Claude Code to generate a drum and bass step sequencer pattern? Let's find out 😆
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Replying to @DominiqueCAPaul
My old sim to real project: Coarse sim: piped.video/watch?v=lfT3Gg_A… Domain randomization: piped.video/watch?v=b_T-QpdX… Real world: piped.video/watch?v=Jo4rLRZ6…
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I just saw Claude Opus 5 insert a typo into a CSS file, and then fix it in the next edit. These models are getting so good that they are almost human 😆 (j/k)
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Replying to @seatedro

ALT Michael Jackson Popcorn GIF

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I put together a minimalistic pure-Rust, CPU-only implementation of the recent LFM2.5-8B-A1B language model from @liquidai that you can directly link into your Rust projects😎 github.com/maximecb/bebelm
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Trying out Qwen 3.5 0.8B to see what it's capable of. Has anyone found viable uses for tiny LLMs with ~1B parameters or less?
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I tried to get Claude Code to recreate the Quake start map in my game engine but it really struggled. I even gave it access to a screenshot feature and the original Quake map source. Neither was helpful. I think CC can't process visual information very well.
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I had Opus 4.7 build me a little castle in my custom map format. It came out pretty nice 👌 No manual edits: github.com/maximecb/tinkerfi…
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One shot attempt at 3D pelican on a bicycle (Claude Sonnet 4.6, 17m13s)
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I had Claude vibe code some simple 3D worlds in my SDF game engine, in a custom textual map format. Not bad! 😆
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A little update on Tinkerfield, my toy 3D game engine / construction game based on signed distance fields :)
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