Thats cool but isnt it more efficient to render objects as the non-mesh representation (since you have such a representation)? Did you implement marching cubes? And want to share your work? Also did you implement a metaball primative??
They both uses only basic features: "for" loops, arrays, etc that can translated in any language.
You can check my code too (I've literally copy/paste Scrawk's code and modified it to add more object / class features so it's easier to use in my ray tracer)
As the main volume is sampled with small cubes, the triangles are not random as they are inside the cubes. I think it could be easy to group them in bigger boxes so it saves a lot of intersection checks (not tested yet).