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scallyw4g
poof
C2023–2026
scallyw4g / poof

poof

A compile-time metaprogramming environment for C & sane C++ programs, focused on pragmatism

2Distinct people
12Mentions
0Explicit recommenders
60GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A compile-time metaprogramming environment for C & sane C++ programs, focused on pragmatism

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

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This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year12 dated mentions

Observed mentions: 2023-04-17 01:51:45 UTC to 2026-11-01 18:54:19 UTC.

024682023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20232024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20242025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 8 mentions; 0 submissions, 8 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC808
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC303

What Hacker News says

12 sources
I've been working on a voxel game engine called Bonsai for ~10 years. Probably the most interesting thing about it at the moment is the editor. The world, and most things in it, are represented as collections of SDFs. More accurately, they're density fields, but, potato-tomato. The world generator and editor operate almost entirely on the GPU. I've been writing a graph compiler similar in spirit to compilers that execute LLMs, with some key differences. The SDF 'program' gets jitted into a kind of bytecode and fed through an interpreter in the world gen shader. This way, the world gen and edits can be applied deterministically using one big fused program, and transferred back to CPU land using the async PCIe hardware. I get something on the order of ~99% ALU residency, 95% L2 hit rate and 20-40% vram bandwidth usage. Compared to doin
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g world gen on the CPU, it's so fast it feels like magic. It's taken me the better part of two years to get this working well. One neat thing about representing the world as SDFs is they've been thoroughly researched and documented by a guy named Inigo Quilez, and they have a lot of nice mathematical properties. For example, you can do a smooth union of arbitrary SDFs to get nice rounded contours where shapes join. I'll do some shameless self-promotion and leave some links here for anyone interested in looking at the engine, language code, or some pretty pictures. https://github.com/scallyw4g/bonsai https://github.com/scallyw4g/poof
In Ask HN: What are you working on? (November 2026)
I've been working on a voxel game engine called Bonsai for ~10 years. Probably the most interesting thing about it at the moment is the editor. The world, and most things in it, are represented as collections of SDFs. More accurately, they're density fields, but, potato-tomato. Bonsai has undergone a large rewrite over the last couple years that's nearing completion. A world edit is defined as a bunch of SDF parameters which get projected/rasterized into the voxel grid by a shader on the GPU. One neat thing about SDFs is they've been thoroughly researched and documented by a guy named Inigo Quilez, and they have a lot of nice mathematical properties. For example, you can do a smooth union of arbitrary SDFs to get nice rounded contours where shapes join. I've written every system from scratch, all the way from the memory allocators an
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d font rasterizer to the collision detector and simulation loop. I even wrote a metaprogramming language as a replacement for C++ templates, which is a whole other story. IIRC the only external dependency is the C runtime library for starting the process and my very occasional use of variadic functions arguments. For a long time, an explicit non-goal of the project was to ship a game. It sounded insane to me to write an entire 3D engine and then ship a game. As it turns out, I've gotten it to the point where I can actually make a game. I've got a start on the game systems in a closed-source repo, and hope to have a steam page for it by the end of the year. I'll do some shameless self-promotion and leave some links here for anyone interested in looking at the engine, language code, or some pretty pictures. https://github.com/scallyw4g/bonsai https://github.com/scallyw4g/poof
In Ask HN: What are you working on? (September 2026)
By the authors definition, I've been writing perfect software for over a decade. It's never required LLMs. In fact, I think the idea that "LLMs allow us to write software for ourselves" borders on missing the point, for me at least. I write software for myself because I like the exploratory process .. figuring out how do do something such that it works with as little friction as possible from the side of the user; who is of course myself, in the future. I like nitpicking the details, getting totally side-tracked on seemingly frivolous minutiae. Frequently enough, coming to the end of a month long yak-shave actually contributes meaningful insight to the problem at hand. I guess what I'm trying to say is "you're allowed to just program .. for no other reason than the fun of it". As evidence for my claims: a few of my 'perfect' projects h
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In Perfect Software – Software for an Audience of One
I've been working on a 3D voxel-based game engine for like 10 years in my spare time. At this point it's getting pretty close to being shadertoy for voxels. https://github.com/scallyw4g/bonsai I recently ported the terrain generators to the GPU, and increased the visible volume to 1 billion voxels cubed. I did a short YouTube video about it. https://www.youtube.com/watch?v=bLfgjWsM1PI I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better. https://github.com/scallyw4g/poof
In Ask HN: What Are You Working On? (Nov 2025)
I've been working on a 3D voxel-based game engine for like 10 years in my spare time. The most recent big job has been to port the world gen and editor to the GPU, which has had some pretty cute knock-on effects. The most interesting is you can hot-reload the world gen shaders and out pop your changes on the screen, like a voxel version of shadertoy. https://github.com/scallyw4g/bonsai I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better. https://github.com/scallyw4g/poof
In Ask HN: What are you working on? (October 2025)
I've been working on a 3D voxel-based game engine for like 10 years in my spare time. The most recent big job has been to port the world gen and editor to the GPU, which has had some pretty cute knock-on effects. The most interesting is you can hot-reload the world gen shaders and out pop your changes on the screen, like a voxel version of shadertoy. https://github.com/scallyw4g/bonsai I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better. https://github.com/scallyw4g/poof
In Ask HN: What are you working on? (September 2025)
I've been working on a 3D voxel-based game engine for like 10 years in my spare time. The most recent big job has been to port the world gen and editor to the GPU, which has had some pretty cute knock-on effects. The most interesting is you can hot-reload the world gen shaders and out pop your changes on the screen, like a voxel version of shadertoy. https://github.com/scallyw4g/bonsai I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better. https://github.com/scallyw4g/poof
In Ask HN: What are you working on? (July 2025)
I've been working on a 3D voxel-based game engine for like 10 years in my spare time. The most recent big job has been to port the world gen and editor to the GPU, which has had some pretty cute knock-on effects. The most interesting is you can hot-reload the world gen shaders and out pop your changes on the screen, like a voxel version of shadertoy. https://github.com/scallyw4g/bonsai I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better. https://github.com/scallyw4g/poof
In Ask HN: What Are You Working On? (June 2025)
I've been working on a 3D voxel-based game engine for like 10 years in my spare time. The most recent big job has been to port the world gen and editor to the GPU, which has had some pretty cute knock-on effects. The most interesting is you can hot-reload the world gen shaders and out pop your changes on the screen, like a voxel version of shadertoy. https://github.com/scallyw4g/bonsai I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better. https://github.com/scallyw4g/poof
In Ask HN: What are you working on? (May 2025)
> I use this pattern so much I actually wrote a little metaprogramming language that is capable of generating a lot of the boilerplate for you. Link in my bio, if anyone's interested in looking at it. Your language [0] is an interesting idea. I've done a lot of similar stuff (not at work, I'm very rarely asked to write C code professionally, but I like mucking around with it in my personal time). My own approach to C metaprogramming involves obtuse preprocessor hacks (e.g [1]) and shell scripts that use grep/awk/sed to find macro invocations and spit out new header files as a result. Maybe your way is better. A word of warning though – do you realise your name for your language is an anti-gay slur in several dialects of English? You might end up unintentionally upsetting some people with it. [0] https://github.com/scallyw4g/poof [1] https
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In Plain C API design, the real world Kobayashi Maru test

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