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! :)
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…
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…
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…
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 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
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!
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 :)
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.
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…
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.
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)
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 :)
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 😅😆
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! 😎
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.
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)
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
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.