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maksym
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Ex-Coinbase Staff Engineer. Building apps and games.
479 Following 282 Followers 538 Posts
Latest posts 5
Took vork for a spin. Claude Code built this in one session:
1,000,000 zombies, each with its own GPU-simulated steering, crowd avoidance and ragdoll flight. Bullet time from a sim clock written into the shader.
12 s at 1080p, rendered in 21 min on one RTX 5090.
1,000,000 zombies, each with its own GPU-simulated steering, crowd avoidance and ragdoll flight. Bullet time from a sim clock written into the shader.
12 s at 1080p, rendered in 21 min on one RTX 5090.
0:12
Dear Claude: you are being held back by human-centric graphics APIs.View quoted post on X
I've built a 3D and VFX engine where agents can write their own shaders, materials, cameras, physics.
The core API fits in ~2,500 tokens.
Vork is:
• 2x more token-efficient vs Blender, Unreal Engine, Houdini
• Up to 24x faster rendering times
• Rust and Slang based engine, runs on GPU via Metal/Vulkan
Below is a simulation of 1 million birds - each with unique trajectories - rendered in 97 sec on one NVIDIA L4 GPU (Blender EEVEE: 31 minutes)
The Alpine Linux SSH bug is absurd.
When a password is too long, musl’s crypt() returns * to indicate an error. But Linux also uses * as the stored password hash for locked accounts.
OpenSSH compares the two, sees * == *, and lets you in.
A failed password check literally becomes a successful login. 💀
When a password is too long, musl’s crypt() returns * to indicate an error. But Linux also uses * as the stored password hash for locked accounts.
OpenSSH compares the two, sees * == *, and lets you in.
A failed password check literally becomes a successful login. 💀
The bug is like a joke.View quoted post on X
On Alpine Linux, type 257 to 1024 characters of anything and you get root. 💀
I’ve seen so many jaw-dropping WebGPU demos on here that I had to try it 🚗💥
So I moved my browser car-mayhem game to @threejs WebGPURenderer. Two days later, I rolled it back.
The good: the GPU side is fast. On an M1 Pro it drew our test street in 1.3 ms vs 2.4–3 ms on WebGL, and the iPhone 15 Pro Max held 60 fps with GTAO, bloom and TRAA on 🔥
The bad:
• 1.5–1.7× the CPU of WebGL on iPhone, 2–16× in the full game
• 6–13 s to first frame (WebGL: 0.5 s)
• the WebGL2 fallback was the slowest path of all: up to 27 s to start
• 57k draws on an RTX 5090 vs 489 on WebGL
• a freeze every time a building broke
It’s not just us: the three.js forum and GitHub issue mrdoob/three.js#30560 report the same CPU cost.
WebGPU is great tech, and it’s the future. Just not quite there yet on phones. Back on WebGL, for now.
Full story with numbers 👇
games.encrypted-cat.com/devlog/destruc…
So I moved my browser car-mayhem game to @threejs WebGPURenderer. Two days later, I rolled it back.
The good: the GPU side is fast. On an M1 Pro it drew our test street in 1.3 ms vs 2.4–3 ms on WebGL, and the iPhone 15 Pro Max held 60 fps with GTAO, bloom and TRAA on 🔥
The bad:
• 1.5–1.7× the CPU of WebGL on iPhone, 2–16× in the full game
• 6–13 s to first frame (WebGL: 0.5 s)
• the WebGL2 fallback was the slowest path of all: up to 27 s to start
• 57k draws on an RTX 5090 vs 489 on WebGL
• a freeze every time a building broke
It’s not just us: the three.js forum and GitHub issue mrdoob/three.js#30560 report the same CPU cost.
WebGPU is great tech, and it’s the future. Just not quite there yet on phones. Back on WebGL, for now.
Full story with numbers 👇
games.encrypted-cat.com/devlog/destruc…