Gremlin
Human-in-the-loop agent injection with WebGPU models running entirely in-browser.

Clever infill geometry for Z reinforcement, but physical prints still unvalidated.
FDM 3D printer users, makers dealing with Z-axis weakness
OrcaSlicer · PrusaSlicer
It's a fork of OrcaSlicer with a new infill type that creates paired U-shaped vertical channels inside the print, plus G-code that injects molten plastic into those channels to bridge Z layer interfaces with continuous plastic.
Big caveat: I have a junky Ender 3 and haven't gotten a clean physical print yet. Don't expect this to work out of the box! After months of tinkering, I'm releasing the software so the 3DP community can experiment with nozzles, multi-material, weird hardware, and other print parameters I can't. There's around 40 MAGMA-specific settings to fiddle with, plus some general quality-of-life features (e.g. printing thin infill sections as solid, and a "dual infill shell" feature that applies MAGMA only to the outer shell to save print time).
THIS CODE IS ALPHA. Around 50 prints old. The injection G-code is novel. Some printer firmware won't like extruding without movement. In extreme cases it could damage your printer or start a fire. DON'T WALK AWAY WHILE PRINTING.
Why MAGMA? "Lava tubes" is a misnomer. Molten rock is magma underground, lava only after it surfaces. The injected tubes are buried inside the print, so "magma tubes" is the correct term.
Human-in-the-loop agent injection with WebGPU models running entirely in-browser.
XAI-driven model improvement loop, but Weights & Biases already tracks experiments better.
Catches infinite loops and injection risks without running the agent, but Snyk+Semgrep+manual review already covers this.
Reverse-engineered macOS wallpaper atom format; your videos behave like official Aerials.
Prompt → editable merch asset, background removal, typography layers and 300 DPI export are all exposed in one editor, which actually matches the stated pain of 'Photoshop cleanup' after AI generation. The landing and mock editor show attention to UX — the value is in the focused workflow rather than novel ML tricks. It isn't reinventing image generation (lots of players already stitch similar features together), but if the model quality, upscaler and export fidelity hold up it will save creators real time; I'd want POD integrations and clearer licensing for generated art next.
Single-feature SVG polygon tool when Figma and Illustrator already do this.