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  1. Dante’s Inferno with Adam Williamson

    

    They say the road to Hell is paved with good intentions, but in this case, it’s paved with quick‑time events and awkward platforming. Step back into 2010, when grim determination, button mashing, and a suspicious amount of artistic license gave us Dante’s Inferno on the PS3 and Xbox 360, the game adaptation no one asked for but we secretly loved anyway.

    Joining Chris this time is Adam Williamson. You know, that guy who’s somehow managed to pop up in both past and future episodes of Play Comics. It’s like he’s got his own metaphysical time loop going, except with fewer torturous souls and more witty banter.

    So grab your favorite medieval poetry anthology (or just pretend you’ve read it. No judgment), crank up the over‑the‑top orchestral soundtrack, and prepare to descend through nine circles of beautifully rendered weirdness. Let’s find out how a centuries‑old Italian masterpiece got a glow‑up full of demons, guilt, and surprisingly good level design.

    Learn such things as:

    • How many sins can you commit before hitting a loading screen?
    • What might Dante have thought of boss battles?
    • Was someone just really into God of War? It’s the God part wasn’t it?
    • And so much more!

    You can find Adam absolutely nowhere except for on Play Comics where he writes comic reviews and appears on other episodes. Of particular interest to listeners of this episode are The Gimmick #1 and The Job #1.

    If you want to be a guest on the show please check out the Be a A Guest on the Show page and let me know what you’re interested in.

    If you want to help support the show check out the Play Comics Patreon page or head over to the Support page if you want to go another route. You can also check out the Play Comics Merch Store.

    Play Comics is part of the Gonna Geek Network, which is a wonderful collection of geeky podcasts. Be sure to check out the other shows on Gonna Geek if you need more of a nerd fix.

    You can find Play Comics @playcomics.bsky.social on Bluesky, @playcomicspodcast on Threads, @playcomics on YouTube, or the Play Comics website.

    If you want to hear Chris talk with Karrington Martin about the lessons we learned from children’s media and how crazy it is that we’re supposed to just forget about that now that we’re adults, then Sugar, Spite, and Everything is Fine is probably something you should check out.

    A big thanks to Kaiju ComiCast and Anime Field Guide for the promos today.

    Intro/Outro Music by Backing Track, who was wondering the whole time why neither of us brought up X-Men Inferno at all.

    #AbramsComicArts #AdamWilliamson #ArtificialMindAndMovement #DanteAlighieri #ElectronicArts #PS3 #PSP #VisceralGames #Xbox360
  2. Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:

    solidean.com/blog/2026/solidea

    (This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)

    Download (drop-in): solidean.com/download/blender-
    Github (addon layer): github.com/solidean/solidean-b

    #blender #b3d #geometry #modeling

  3. Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:

    solidean.com/blog/2026/solidea

    (This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)

    Download (drop-in): solidean.com/download/blender-
    Github (addon layer): github.com/solidean/solidean-b

  4. Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:

    solidean.com/blog/2026/solidea

    (This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)

    Download (drop-in): solidean.com/download/blender-
    Github (addon layer): github.com/solidean/solidean-b

    #blender #b3d #geometry #modeling

  5. Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:

    solidean.com/blog/2026/solidea

    (This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)

    Download (drop-in): solidean.com/download/blender-
    Github (addon layer): github.com/solidean/solidean-b

    #blender #b3d #geometry #modeling

  6. Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:

    solidean.com/blog/2026/solidea

    (This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)

    Download (drop-in): solidean.com/download/blender-
    Github (addon layer): github.com/solidean/solidean-b

    #blender #b3d #geometry #modeling

  7. I've added some light "automated proving" capbilities to my geometric predicate generator.

    (Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)

    With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.

    This is not done via proof search but via rewriting / optimization.

    Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".

  8. I've added some light "automated proving" capbilities to my geometric predicate generator.

    (Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)

    With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.

    This is not done via proof search but via rewriting / optimization.

    Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".

    #geometry #proof #proglang

  9. I've added some light "automated proving" capbilities to my geometric predicate generator.

    (Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)

    With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.

    This is not done via proof search but via rewriting / optimization.

    Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".

    #geometry #proof #proglang

  10. I've added some light "automated proving" capbilities to my geometric predicate generator.

    (Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)

    With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.

    This is not done via proof search but via rewriting / optimization.

    Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".

    #geometry #proof #proglang

  11. I've added some light "automated proving" capbilities to my geometric predicate generator.

    (Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)

    With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.

    This is not done via proof search but via rewriting / optimization.

    Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".

    #geometry #proof #proglang

  12. It's kinda meditative to see a wooden bunny auto-carved in AR.

    I'll try to figure out how to do video captures I promise :D"

    (Still fiddling with the high-perf exact mesh booleans demo on the Quest 3...)

  13. Real-time interactive milling simulation using exact mesh booleans (~1 ms per step).

    I teased this on the weekend. This is super hard for various reasons.

    The sphere is actually sweeped each step, so we have a unique ~300 tris mesh each time. No preprocessing possible.

    Then the sweep starts at the exact location the previous ended, meaning ~100 coplanar tris each time.

    The workpiece accumulates triangles away from the "action" which must not affect perf.

  14. Interactive drilling is a lot of fun.

    Sneak peak of a new in progress demo, where you can control a 3 axis drill (various shapes) via point-and-click. The drill then moves to your target location, subtracting sweeped tool meshes in ~20 hz frequency.

    This is all done using exact mesh booleans and takes roughly 1ms per step in most cases.

    (Rendering/UI via godot again)

  15. Interactive drilling is a lot of fun.

    Sneak peak of a new in progress demo, where you can control a 3 axis drill (various shapes) via point-and-click. The drill then moves to your target location, subtracting sweeped tool meshes in ~20 hz frequency.

    This is all done using exact mesh booleans and takes roughly 1ms per step in most cases.

    (Rendering/UI via godot again)

    #godot #geometry #milling #booleans

  16. Interactive drilling is a lot of fun.

    Sneak peak of a new in progress demo, where you can control a 3 axis drill (various shapes) via point-and-click. The drill then moves to your target location, subtracting sweeped tool meshes in ~20 hz frequency.

    This is all done using exact mesh booleans and takes roughly 1ms per step in most cases.

    (Rendering/UI via godot again)

    #godot #geometry #milling #booleans

  17. Interactive drilling is a lot of fun.

    Sneak peak of a new in progress demo, where you can control a 3 axis drill (various shapes) via point-and-click. The drill then moves to your target location, subtracting sweeped tool meshes in ~20 hz frequency.

    This is all done using exact mesh booleans and takes roughly 1ms per step in most cases.

    (Rendering/UI via godot again)

    #godot #geometry #milling #booleans

  18. Interactive drilling is a lot of fun.

    Sneak peak of a new in progress demo, where you can control a 3 axis drill (various shapes) via point-and-click. The drill then moves to your target location, subtracting sweeped tool meshes in ~20 hz frequency.

    This is all done using exact mesh booleans and takes roughly 1ms per step in most cases.

    (Rendering/UI via godot again)

    #godot #geometry #milling #booleans

  19. I really like how this solidean demo is coming together (interactive iterated mesh booleans). This still bottlenecks at creating the rigid bodies with custom collision shapes, but Godot + Jolt are great otherwise.

  20. In-progress video of our Solidean <-> Godot integration. This time a few more shinies, some chunking to optimize physics integration.

    As you can see, I should maybe implement some connected component detection to get rid of the floaties.

    (engine is Godot, method is solidean.com/, statue from Karl_Williams)

  21. Wrote a new blog post: solidean.com/blog/2025/sfinae-

    We're modernizing some of our internal C++ libraries and I looked at how we want to move SFINAE over to concepts/requires.

    spoiler: it's not gonna be "requires requires"

  22. New blog post: solidean.com/blog/2025/the-vim

    Basically PImpl, but with a pure virtual header. It's a neat pattern I like. It hides dependencies but at the same time has the ergonomics of "raw c++".

    (In a nutshell: pimpl without boilerplate)

  23. I finally have a site for my mesh booleans! It's been almost 3 years since my EMBER paper. We basically took the "imul" i64 x i64 -> i128 instruction and built a geometry kernel out of that.

    So, if you like robust, exact, high-performance mesh booleans (for graphics, VFX, 3D printing, CAE, ...), you might find this interesting: solidean.com/

    (This is my commercial project, though we want to open-source the exact predicates & constructions in the future)

  24. I finally have a site for my mesh booleans! It's been almost 3 years since my EMBER paper. We basically took the "imul" i64 x i64 -> i128 instruction and built a geometry kernel out of that.

    So, if you like robust, exact, high-performance mesh booleans (for graphics, VFX, 3D printing, CAE, ...), you might find this interesting: solidean.com/

    (This is my commercial project, though we want to open-source the exact predicates & constructions in the future)

    #geometry #graphics #meshing

  25. I finally have a site for my mesh booleans! It's been almost 3 years since my EMBER paper. We basically took the "imul" i64 x i64 -> i128 instruction and built a geometry kernel out of that.

    So, if you like robust, exact, high-performance mesh booleans (for graphics, VFX, 3D printing, CAE, ...), you might find this interesting: solidean.com/

    (This is my commercial project, though we want to open-source the exact predicates & constructions in the future)

    #geometry #graphics #meshing

  26. I finally have a site for my mesh booleans! It's been almost 3 years since my EMBER paper. We basically took the "imul" i64 x i64 -> i128 instruction and built a geometry kernel out of that.

    So, if you like robust, exact, high-performance mesh booleans (for graphics, VFX, 3D printing, CAE, ...), you might find this interesting: solidean.com/

    (This is my commercial project, though we want to open-source the exact predicates & constructions in the future)

    #geometry #graphics #meshing

  27. I finally have a site for my mesh booleans! It's been almost 3 years since my EMBER paper. We basically took the "imul" i64 x i64 -> i128 instruction and built a geometry kernel out of that.

    So, if you like robust, exact, high-performance mesh booleans (for graphics, VFX, 3D printing, CAE, ...), you might find this interesting: solidean.com/

    (This is my commercial project, though we want to open-source the exact predicates & constructions in the future)

    #geometry #graphics #meshing