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  1. 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

  2. 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".

  3. 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)

  4. 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)