meshlab2312
Dynart’s fork of Meshlab 2023.12 — custom filters, pipeline tweaks, and plugins for production-grade mesh work. Because sometimes upstream just isn’t moving fast enough.
git clonegithub.com/DynartInteractive/meshlab2312
// NETWORK INTRUSION UNIT · EST. 199x · WET-WARE ONLINE
C++ · Python · Blender Add-ons · Meshlab · UE5 · low-level tooling
Crack the mesh. Bake the pixels. Ship the binary.
I build 3D tooling, Blender add-ons, Meshlab forks, desktop apps and whatever else the job needs — usually in C++, Python, or raw stubbornness. Part of Dynart Interactive. I have opinions about coding, movies, and the correct amount of anarchy (hint: the ethical kind).
$ cat /etc/z3r0c00l.profile # --------------------------------------------- # NAME: z3r0c00l # AFFIL: Dynart Interactive # HABITAT: somewhere between a C++ header and # a Blender node graph # MAILDROP: dade.murphy@z3r0c00l.ninja # --------------------------------------------- class Z3r0C00l : public Hacker, public Artist { public: std::vector<Language> stack = { "C++", "Python", "GLSL", "Bash", "JS", "coffee" }; std::vector<Tool> toolbox = { "Blender", "Meshlab", "Unreal 5", "Qt", "cmake", "vim" }; bool respectsYou() { return true; } bool bowsToAuthority() { return false; } };
I’m a builder. I like problems that have sharp edges — broken pipelines, crashy plugins, legacy code nobody wants to touch, 3D formats that lie about their normals. Give me a weird one and a weekend.
My day job lives in C++ / Qt (Meshlab fork, custom meshing tools) and Python (Blender add-ons, UE5 bake pipelines, automation). My night job is whatever I’m currently obsessed with — right now: procedural nebulae, game prototypes, and pipelines that just work.
I ship under Dynart Interactive. I don’t ship half-baked. I also don’t ship over-engineered. Three similar lines is better than a premature abstraction.
Public repos under @DynartInteractive.
Dynart’s fork of Meshlab 2023.12 — custom filters, pipeline tweaks, and plugins for production-grade mesh work. Because sometimes upstream just isn’t moving fast enough.
git clonegithub.com/DynartInteractive/meshlab2312
Blender add-on: one-click UV unwrap + full PBR bake for Unreal Engine 5. ORM packing, UDIM support, procedural-material compatible, UE5-correct normal conversion. Ships clean FBX with the right axes baked in. Tested on Blender 3.6 / 4.x.
git clonegithub.com/DynartInteractive/ue5-bake-pipeline
—— more at github.com/DynartInteractive ——
Because a hacker without a movie collection is just a compiler.
Raised on 3D cartoons and animated features. I watch them like engineers read other people’s code — for the tricks, the craft, the invisible rigging behind every shot. Pixar, DreamWorks, studio indies, experimental shorts — all fair game.
— Kirk Lazarus, Tropic Thunder (2008)
Classic comedy is a required dependency. Tropic Thunder, early Mel Brooks, Monty Python, The Big Lebowski. I quote them at people until they either laugh or file a bug report.
Unity, Godot, Defold, UE5. I keep a graveyard of half-finished games and a short list of ones I still believe in. Ask me about Damned Cemetery, Sol42, or why I keep rewriting the same nebula shader.
Assembly curiosity, weird file formats, reverse-engineering ‘just to see how’, building tools I’ll use once and keep forever. If it has a header and a checksum, it’s probably interesting.
The trifecta. Debugging at 3 AM with the right playlist and a strong espresso is its own love language.
Short posts, long opinions. Written between commits. Click to expand.
New domain, same builder. Why this site exists and what lives here.
This is a landing page, a workshop window, and a place to dump opinions that don't fit in a commit message.
I build 3D tooling, game prototypes, and low-level
utilities under Dynart Interactive.
The z3r0c00l handle is older than the domain —
older than a lot of things. The domain is new.
Posts here will be short. Code-heavy when they need to be, rant-heavy when the bug deserves it. No SEO performance. No newsletter. No tracking. Just notes.
More soon. In the meantime, ./cat projects.
—— that's all the posts so far ——
/*
* ---------------------------------------------------------------
* ANARCHY — THE GOOD KIND
* ---------------------------------------------------------------
* Not the smash-the-window kind. The own-yourself kind.
*
* Every person is their own sovereign. You rule you.
* Nobody gets to rule you — and you don't get to rule anybody
* else either. That’s the deal. That’s the whole deal.
*
* With that freedom comes the only law that actually scales:
*
* 1. Be ethical.
* 2. Respect the other sovereigns around you.
* 3. Don’t do to others what you wouldn’t let them do to you.
* 4. Keep your word. Ship what you promised.
* 5. Information wants to be free. So do people.
*
* If everyone kept those five, we wouldn’t need much else.
* ---------------------------------------------------------------
*/
“This is our world now. The world of the electron and the switch, the beauty of the baud. We exist without skin color, without nationality, without religious bias… and you call us criminals.” — The Mentor, 1986
I don’t preach, I just ship. But if you’re building something that respects the user, respects the craft, and doesn’t treat people like product — we’ll probably get along.
// FEATURED · PLAYABLE · SLIGHTLY HAUNTED
— a tale of one man’s anarchy
A text RPG about a guy who really wants anarchy. Choices, combat, an inventory that includes a slightly haunted sandwich. Built as the manifesto above with a save file.
./play_an_archie