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3836
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My awesome macropad! by @hello4312 | Stardance
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hello4312
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0
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0.0
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0
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[]
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[]
|
Title: My awesome macropad! by @hello4312 | Starda Title: My awesome macropad! by @hello4312 | Stardance...
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1793544780.736895
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1794149580.736895
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3835
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Kaz's Macropad by @kaz | Stardance
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kaz
|
0
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0.0
|
0
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[]
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[]
|
Title: Kaz's Macropad by @kaz | Stardance
|
1793141364.8323367
|
1793746164.8323367
|
|
3834
|
My first slack bot! by @rahmat9009 | Stardance
|
rahmat9009
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T03:06:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Slack bot using Node.js and Slack Bolt that responds to slash commands like /isam-ping, /isam-catfact, and /isam-joke. It connects to Slack using Socket Mode and runs on a remote Linux server (Nest). The challenging part was deployment. At first, the bot kept failing because the project was missing a package.json, so dependencies weren’t installing correctly. I also ran into issues with missing modules like axios, and later the bot stopped responding because the process wasn’t being kept alive after closing my terminal. I fixed these problems by properly initializing the Node project, manually installing dependencies, and using PM2 to keep the bot running in the background. I also learned how Slack Socket Mode works and how environment variables are required for authentication. I’m proud that I managed to fully deploy a working bot on a remote server and debug issues step by step until it stayed online reliably. To test it, users can run the slash commands /isam-ping, /isam-catfact, and /isam-joke inside Slack after adding the bot to a workspace.", "repo": "https://github.com/Rahmat9009/ISAM-bot", "demo": "https://github.com/Rahmat9009/"}]...
|
[{"post_id": 10399, "ts": "202 [{"post_id": 10399, "ts": "2026-06-17T02:42:24Z", "hours": 0.8461, "text": "I’m trying to build my first Slack bot."}]...
|
Title: My first slack bot! by @rahmat9009 | Starda Title: My first slack bot! by @rahmat9009 | Stardance
Devlogs:
I’m trying to build my first Slack bot.
Ships:
I built a Slack bot using Node.js and Slack Bolt that responds to slash commands like /isam-ping, /isam-catfact, and /isam-joke. It connects to Slack using Socket Mode and runs on a remote Linux server (Nest). The challenging part was deployment. At first, the bot kept failing because the project was missing a package.json, so dependencies weren’t installing correctly. I also ran into issues with missing modules like axios, and later the bot stopped responding because the process wasn’t being kept alive after closing my terminal. I fixed these problems by properly initializing the Node project, manually installing dependencies, and using PM2 to keep the bot running in the background. I also learned how Slack Socket Mode works and how environment variables are required for authentication. I’m proud that I managed to fully deploy a working bot on a remote server and debug issues step by step until it stayed online reliably. To test it, users can run the slash commands /isam-ping, /isam-catfact, and /isam-joke inside Slack after adding the bot to a workspace....
|
1793602584.1286294
|
1793688984.1286294
|
|
3833
|
Trashy AI by @Ravoov | Stardance
|
Ravoov
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Trashy AI by @Ravoov | Stardance
|
1793173810.9345186
|
1793778610.9345186
|
|
3832
|
SpaceCraft by @Rohit | Stardance
|
Rohit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SpaceCraft by @Rohit | Stardance
|
1793170391.5943446
|
1793775191.5943446
|
|
3831
|
ethan's wierd ikea sim by @appleroll | Stardan ethan's wierd ikea sim by @appleroll | Stardance...
|
appleroll
|
1
|
29.0
|
519
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T06:39:34Z", "hours": 29.0, "multiplier": 18.39, "payout": 519, "blessing": "neutral", "text": "I made a custom non-euclidean game engine, built from scratch with Vite and WebGPU. In this demo, you can explore a highly simplified and abstract IKEA simulation, largely inspired by my experiences shopping at IKEA (the endless rows of… boxes and furniture), as well as SCP-3008 (I only found that out while making this project). . The most challenging part were the endless bugs encountered while adding seamless Non-Euclidean geometry, which I had decided to solve by mixing Euclidean geometry with portals, which is how most games simulate Non-Euclideanness. I could’ve opted for a pure mathematically non-euclidean game engine, but that would’ve made making IKEA itself much harder as I would have to wrap my head around non-euclidean geometry. . I had numerous Non-euclidean things planned, such as a tunnel that was longer/shorter on the inside. However, it was hard to integrate them into the actual IKEA due to its non-euclidean shell (meaning it has varying amounts of rooms inside what looks like a building with only 4 rooms). . In the end, I’m very proud of my project as a whole and how I went from a total graphics noob to someone who could make a graphics engine and something IKEA-resembling, entirely from scratch. I certainly enjoyed the moments I spent coding (and debugging) this project, and I hope you enjoy it too!", "repo": "https://github.com/appleroll/wierdikea", "demo": "https://appleroll.github.io/wierdikea"}]...
|
[{"post_id": 23966, "ts": "202 [{"post_id": 23966, "ts": "2026-07-07T06:19:33Z", "hours": 0.3639, "text": "Prepared for ship! Wrote some more in the README, including references used in my IKEA (I’m not trying to copy IKEA, but it can’t be completely different). Hopefully you all enjoy the product I’ve made, because I certainly did enjoy making it!"}, {"post_id": 23929, "ts": "2026-07-07T04:12:17Z", "hours": 0.8083, "text": "Still a few bugs, but they’re getting better and I’ve added the pallet things now. I think it should be close to shipping :)"}, {"post_id": 23387, "ts": "2026-07-06T09:52:56Z", "hours": 0.6189, "text": "Added these little pallette things and first blahajs, but they’re lacking textures and the pallette looks a bit off, will fix first thing tmrw"}, {"post_id": 22763, "ts": "2026-07-05T10:44:59Z", "hours": 0.3756, "text": "Fine-tuned some values, especially in movement. I decided it would be better to just hide the near threshold portal bug as a whole and compromise by having this wierd outline surrounding the portal. Maybe I’ll drop some insane IKEA lore explaining how it was a feature and not a bug"}, {"post_id": 22093, "ts": "2026-07-04T11:01:53Z", "hours": 0.84, "text": "heheh funny bug, set the near plane threshold to 0 (EPILEPSY WARNING)"}, {"post_id": 21382, "ts": "2026-07-03T09:02:32Z", "hours": 0.5333, "text": "Placed some more shelves"}, {"post_id": 20620, "ts": "2026-07-02T08:19:02Z", "hours": 0.6378, "text": "Cleaned up the code, not much ig. Honestly, I don’t even know if I want to, and should, build the whole IKEA. I’ve been considering turning this into a noneuclidean IKEA storage simulation. . The benefits of this is that it’s much easier to make while still keeping the potential for glTF objects for Blahaj and friends, and also makes it so my project is more narrowly focused, but the downsides is that it probably has less variance, and has not much room for future upgrades. . I might implement the solution where it is a storage simulator for now, ship it, and later I can add code to turn it into a more “detailed” IKEA simulator if I decide graphic computing is for me."}, {"post_id": 19887, "ts": "2026-07-01T09:51:12Z", "hours": 2.5925, "text": "I. Solved. The. Bug Turns out, after spending 3 days on the bug, asking the Stardance Slack multiple times, having discussions with multiple chatbots, and also loosing maybe 10-15 strands of hair, I’ve finally done it. Turns out, the solution was to change a decimal place, from 0.1 to around 0.01. . Not gonna lie, before this I had completely lost faith in this project. Like seriously. Maybe I’ll keep working on it now that this bug is solved. . “Now Ethan, what exactly is the bug??” you may ask? Well, if you didn’t read my previous devlogs (or maybe i didnt write abt it, idk lol i kinda just.. forget most of my devlogs), I had an issue where there would be a frame of blue in between portal transitions. It completely ruined the “magic trick” of the noneuclidean IKEA. . I can now sleep tonight in peace :)"}, {"post_id": 19023, "ts": "2026-06-30T05:59:45Z", "hours": 1.7836, "text": "Changed the soundtrack, and updated the home page! Not really much to say, same bugs as usual, same features to add, I haven’t been procrasting a lot not gonna lie these bugs are kinda hard to solve. It’s hard to blend when I should add based on IKEA and what to sacrifice based on what I can do."}, {"post_id": 18709, "ts": "2026-06-29T21:52:18Z", "hours": 1.3064, "text": "Bit.. lacking… for a homepage, but uhh it’ll do for now"}, {"post_id": 17981, "ts": "2026-06-28T22:51:32Z", "hours": 1.4881, "text": "Just fixed a bug where the portal would have this weird wireframe surrounding it making it very obvious theres a portal here. However, I’ve been trying to fix the issue where for 1 frame something appears on the screen when u enter a portal. My guess on why this is is because since the portal is a very thin cube, the inside of the cube still exists, hence the blue part. This would require modifying my cube engine into a multi-object engine (pretty hard), but I will give it a try."}, {"post_id": 17383, "ts": "2026-06-28T04:34:37Z", "hours": 2.0033, "text": "Worked on the shelving for the self-service area. Once I was finished with this, I realised that IKEA stores go counterclockwise , while mine is designed to go clockwise (in the clip I went clockwise bc the storage stuff are always at the end). Well… its a feature now . After all, this project isn’t really designed to be that realistic. If it was super realistic, it wouldn’t be a single floor and it definitely won’t have buggy portals everywhere."}, {"post_id": 16829, "ts": "2026-06-27T10:15:54Z", "hours": 0.3594, "text": "It is my pleasure to announce that we have undergone a name change. “Super Noneuclidean” just didn’t describe my project enough, so using my last 3 braincells left today I decided I should rename it to “wierd ikea simulator”. . I know, I know, you might be thinking, “but why Ethan? This name sounds actually horrible”. Well, there’s a pretty good reason for this name, let me explain. . A year ago, I was obsessed with state-of-the-art AI. And making money. Mainly the latter. But anyways, entrepeneurship is like 5% coding and 50% arguing to others about why your product is good, and another 45% fixing bugs and later headaches. I don’t exactly hate my experiences with AI, but I definitely need a break from corporate marketing and actually do something dumb for once. During the name change, I decided “super noneuclidean” didn’t have any “IKEA” in it, and I thought I could make it even more dumb, so using reverse psychology the dumbest name is the one that sounds the most plain, direct, and, well… dumb, hence my name. . So far, this project has really saved my mentality, pretty cool indeed. . (and yes I wrote on my last 2 braincells at 9pm while sleepy af. thanks for reading tho)"}, {"post_id": 16814, "ts": "2026-06-27T09:32:39Z", "hours": 1.6997, "text": "I. Fixed. The. Bug It wasn’t a bug, it was just me forgetting to add a feature. In other words, I thought my code was broken when in reality I didn’t even code a recursive rendering system in the first place, so portals were always blue. So… IKEA is going pretty well. The noneuclidean shell is basically complete. It’s time to work on some interior deco, but first I might have a bit of a look on the code and clean up some AI slop. (Oh. yeah, and idk if IKEA has the yellow door thing world-wide. It does in my local IKEA, so I added it) but now… its BLAHAJ TIME"}, {"post_id": 16638, "ts": "2026-06-27T01:58:54Z", "hours": 1.0125, "text": "Noneuclidean IKEA shell coming together nicely! Got the colours pretty right too. Only issue is that theres this wierd blue thing covering portals rendered behind portals, but that should be solved in another day"}, {"post_id": 16581, "ts": "2026-06-26T23:31:38Z", "hours": 0.6994, "text": "After numerous experiments, I have screwed up. I should’ve created the IKEA design before I started working on the Noneuclidean files, because now I have to delete all of them. Well there goes my 8 hours (I don’t know what image to attach here)"}, {"post_id": 14931, "ts": "2026-06-24T07:55:13Z", "hours": 2.3319, "text": "Aight. It’s been a couple of weeks and i found a job (hooray), so unfortunately i havent been able to do much coding, except maybe plan the idea. The idea “Instead of building JUST a noneuclidean thing (bc everyone’s been doing that for years now), i make it an IKEA simulator” bc we ALL know that IKEA rooms are secretly noneuclidean mazes that trap us into buying 347 chairs (speaking from experience trust) The plan I currently have 2 things made: a noneuclidean tunnel, and a noneuclidean room where it looks like a 4-roomed house, but it actually has 6 rooms ( note: still broken ), so I think I can get started with the first floor and the market-hall for now. A quick search of “ikea layout” shows a redditor’s very useful intentionally-confusing floor plan, so I will be using that with a few adjustments to fit in with my idea The problems we got some few problems idk how to get obj models into my custom from-scratch engine i still need to fix a ton of bugs, and i need to adapt my hard-coded code to the new ikea idea nevertheless, im quite excited about this project, i will continue working on it. my blueprint is attatched here"}, {"post_id": 5964, "ts": "2026-06-09T23:55:06Z", "hours": 1.0092, "text": "I’ve had some exams recently, so I didn’t really do much. I added another room where the inside is longer than the outside which is cool, but it has a bug where the block looks really close to the portal? I don’t now how to describe it lol. Anyways, I’ll just leave it for now, once I finish my exams I’ll continue working on it."}, {"post_id": 3362, "ts": "2026-06-06T07:48:33Z", "hours": 1.3211, "text": "After like 5 hours of working. THE. BUG. FINALLY. FIXEDDDD. I can’t believe it. It literally took 3 lines of code changing. But well, it was a good experience. Now, everything shown in the other portal looks proportionate. Also, if you didn’t notice, i changed some files, like adding the noneuclidean code to the noneuclideans/ folder."}, {"post_id": 1986, "ts": "2026-06-04T07:51:04Z", "hours": 3.2575, "text": "Okay. I’ve just spent the past 3 hours of my day fixing a bug. And it still hasn’t been fixed. Apparently since the portal makes the tunnel look shorter, it also makes the other side of the tunnel look further away. I’ve made some… adjustments ( ahem hardcodes values).. into the portal side detection script and it seems to be working, but i have to find a way to change the portals and stuff without doing a complete refresh, something i need to find a way to do. . In the attatched screen recording, you can see how the rectangular prism looks zoomed in at the start, and on the other side, a rectangular prism with the same distance looks further away. . Oh well, I’ll probably fix it tommorrow."}, {"post_id": 1328, "ts": "2026-06-03T08:26:24Z", "hours": 0.2683, "text": "Split my code into modular pieces. Not a big change, but definitely makes my project look less confusing."}, {"post_id": 1303, "ts": "2026-06-03T06:34:58Z", "hours": 2.3286, "text": "So… I decided to completely redo my project. yeah apparently i got the definition of hyperbolic space wrong??? idk i watched a yt video and i decided to make one of those shorter-on-the-inside corridors. So what I did is that I salvaged the portal thing, and I placed one that led from one side of the corridor to the other, so its shorter. It has a few bugs, but it think its working right."}, {"post_id": 732, "ts": "2026-06-02T10:44:29Z", "hours": 1.0644, "text": "I got my handy AI to add the famous round ball (hyperbolic space), as well as a portal (i think it worked????)… and it ran out of credits (that’s fine though, I think my brain still has some credits left) It kinda broke the Ames room thing, but I’m still learning the theory so that’s fine I’ll fix it first thing tmrw"}, {"post_id": 669, "ts": "2026-06-02T06:48:17Z", "hours": 0.4014, "text": "Just started! I got the bare, bare bones working. Still working out how to do things, but it’s a start!"}]...
|
Title: ethan's wierd ikea sim by @appleroll | Title: ethan's wierd ikea sim by @appleroll | Stardance
Devlogs:
Just started! I got the bare, bare bones working. Still working out how to do things, but it’s a start!
I got my handy AI to add the famous round ball (hyperbolic space), as well as a portal (i think it worked????)… and it ran out of credits (that’s fine though, I think my brain still has some credits left) It kinda broke the Ames room thing, but I’m still learning the theory so that’s fine I’ll fix it first thing tmrw
So… I decided to completely redo my project. yeah apparently i got the definition of hyperbolic space wrong??? idk i watched a yt video and i decided to make one of those shorter-on-the-inside corridors. So what I did is that I salvaged the portal thing, and I placed one that led from one side of the corridor to the other, so its shorter. It has a few bugs, but it think its working right.
Split my code into modular pieces. Not a big change, but definitely makes my project look less confusing.
Okay. I’ve just spent the past 3 hours of my day fixing a bug. And it still hasn’t been fixed. Apparently since the portal makes the tunnel look shorter, it also makes the other side of the tunnel look further away. I’ve made some… adjustments ( ahem hardcodes values).. into the portal side detection script and it seems to be working, but i have to find a way to change the portals and stuff without doing a complete refresh, something i need to find a way to do. . In the attatched screen recording, you can see how the rectangular prism looks zoomed in at the start, and on the other side, a rectangular prism with the same distance looks further away. . Oh well, I’ll probably fix it tommorrow.
After like 5 hours of working. THE. BUG. FINALLY. FIXEDDDD. I can’t believe it. It literally took 3 lines of code changing. But well, it was a good experience. Now, everything shown in the other portal looks proportionate. Also, if you didn’t notice, i changed some files, like adding the noneuclidean code to the noneuclideans/ folder.
I’ve had some exams recently, so I didn’t really do much. I added another room where the inside is longer than the outside which is cool, but it has a bug where the block looks really close to the portal? I don’t now how to describe it lol. Anyways, I’ll just leave it for now, once I finish my exams I’ll continue working on it.
Aight. It’s been a couple of weeks and i found a job (hooray), so unfortunately i havent been able to do much coding, except maybe plan the idea. The idea “Instead of building JUST a noneuclidean thing (bc everyone’s been doing that for years now), i make it an IKEA simulator” bc we ALL know that IKEA rooms are secretly noneuclidean mazes that trap us into buying 347 chairs (speaking from experience trust) The plan I currently have 2 things made: a noneuclidean tunnel, and a noneuclidean room where it looks like a 4-roomed house, but it actually has 6 rooms ( note: still broken ), so I think I can get started with the first floor and the market-hall for now. A quick search of “ikea layout” shows a redditor’s very useful intentionally-confusing floor plan, so I will be using that with a few adjustments to fit in with my idea The problems we got some few problems idk how to get obj models into my custom from-scratch engine i still need to fix a ton of bugs, and i need to adapt my hard-coded code to the new ikea idea nevertheless, im quite excited about this project, i will continue working on it. my blueprint is attatched here
After numerous experiments, I have screwed up. I should’ve created the IKEA design before I started working on the Noneuclidean files, because now I have to delete all of them. Well there goes my 8 hours (I don’t know what image to attach here)
Noneuclidean IKEA shell coming together nicely! Got the colours pretty right too. Only issue is that theres this wierd blue thing covering portals rendered behind portals, but that should be solved in another day
I. Fixed. The. Bug It wasn’t a bug, it was just me forgetting to add a feature. In other words, I thought my code was broken when in reality I didn’t even code a recursive rendering system in the first place, so portals were always blue. So… IKEA is going pretty well. The noneuclidean shell is basically complete. It’s time to work on some interior deco, but first I might have a bit of a look on the code and clean up some AI slop. (Oh. yeah, and idk if IKEA has the yellow door thing world-wide. It does in my local IKEA, so I added it) but now… its BLAHAJ TIME
It is my pleasure to announce that we have undergone a name change. “Super Noneuclidean” just didn’t describe my project enough, so using my last 3 braincells left today I decided I should rename it to “wierd ikea simulator”. . I know, I know, you might be thinking, “but why Ethan? This name sounds actually horrible”. Well, there’s a pretty good reason for this name, let me explain. . A year ago, I was obsessed with state-of-the-art AI. And making money. Mainly the latter. But anyways, entrepeneurship is like 5% coding and 50% arguing to others about why your product is good, and another 45% fixing bugs and later headaches. I don’t exactly hate my experiences with AI, but I definitely need a break from corporate marketing and actually do something dumb for once. During the name change, I decided “super noneuclidean” didn’t have any “IKEA” in it, and I thought I could make it even more dumb, so using reverse psychology the dumbest name is the one that sounds the most plain, direct, and, well… dumb, hence my name. . So far, this project has really saved my mentality, pretty cool indeed. . (and yes I wrote on my last 2 braincells at 9pm while sleepy af. thanks for reading tho)
Worked on the shelving for the self-service area. Once I was finished with this, I realised that IKEA stores go counterclockwise , while mine is designed to go clockwise (in the clip I went clockwise bc the storage stuff are always at the end). Well… its a feature now . After all, this project isn’t really designed to be that realistic. If it was super realistic, it wouldn’t be a single floor and it definitely won’t have buggy portals everywhere.
Just fixed a bug where the portal would have this weird wireframe surrounding it making it very obvious theres a portal here. However, I’ve been trying to fix the issue where for 1 frame something appears on the screen when u enter a portal. My guess on why this is is because since the portal is a very thin cube, the inside of the cube still exists, hence the blue part. This would require modifying my cube engine into a multi-object engine (pretty hard), but I will give it a try.
Bit.. lacking… for a homepage, but uhh it’ll do for now
Changed the soundtrack, and updated the home page! Not really much to say, same bugs as usual, same features to add, I haven’t been procrasting a lot not gonna lie these bugs are kinda hard to solve. It’s hard to blend when I should add based on IKEA and what to sacrifice based on what I can do.
I. Solved. The. Bug Turns out, after spending 3 days on the bug, asking the Stardance Slack multiple times, having discussions with multiple chatbots, and also loosing maybe 10-15 strands of hair, I’ve finally done it. Turns out, the solution was to change a decimal place, from 0.1 to around 0.01. . Not gonna lie, before this I had completely lost faith in this project. Like seriously. Maybe I’ll keep working on it now that this bug is solved. . “Now Ethan, what exactly is the bug??” you may ask? Well, if you didn’t read my previous devlogs (or maybe i didnt write abt it, idk lol i kinda just.. forget most of my devlogs), I had an issue where there would be a frame of blue in between portal transitions. It completely ruined the “magic trick” of the noneuclidean IKEA. . I can now sleep tonight in peace :)
Cleaned up the code, not much ig. Honestly, I don’t even know if I want to, and should, build the whole IKEA. I’ve been considering turning this into a noneuclidean IKEA storage simulation. . The benefits of this is that it’s much easier to make while still keeping the potential for glTF objects for Blahaj and friends, and also makes it so my project is more narrowly focused, but the downsides is that it probably has less variance, and has not much room for future upgrades. . I might implement the solution where it is a storage simulator for now, ship it, and later I can add code to turn it into a more “detailed” IKEA simulator if I decide graphic computing is for me.
Placed some more shelves
heheh funny bug, set the near plane threshold to 0 (EPILEPSY WARNING)
Fine-tuned some values, especially in movement. I decided it would be better to just hide the near threshold portal bug as a whole and compromise by having this wierd outline surrounding the portal. Maybe I’ll drop some insane IKEA lore explaining how it was a feature and not a bug
Added these little pallette things and first blahajs, but they’re lacking textures and the pallette looks a bit off, will fix first thing tmrw
Still a few bugs, but they’re getting better and I’ve added the pallet things now. I think it should be close to shipping :)
Prepared for ship! Wrote some more in the README, including references used in my IKEA (I’m not trying to copy IKEA, but it can’t be completely different). Hopefully you all enjoy the product I’ve made, because I certainly did enjoy making it!
Ships:
I made a custom non-euclidean game engine, built from scratch with Vite and WebGPU. In this demo, you can explore a highly simplified and abstract IKEA simulation, largely inspired by my experiences shopping at IKEA (the endless rows of… boxes and furniture), as well as SCP-3008 (I only found that out while making this project). . The most challenging part were the endless bugs encountered while adding seamless Non-Euclidean geometry, which I had decided to solve by mixing Euclidean geometry with portals, which is how most games simulate Non-Euclideanness. I could’ve opted for a pure mathematically non-euclidean game engine, but that would’ve made making IKEA itself much harder as I would have to wrap my head around non-euclidean geometry. . I had numerous Non-euclidean things planned, such as a tunnel that was longer/shorter on the inside. However, it was hard to integrate them into the actual IKEA due to its non-euclidean shell (meaning it has varying amounts of rooms inside what looks like a building with only 4 rooms). . In the end, I’m very proud of my project as a whole and how I went from a total graphics noob to someone who could make a graphics engine and something IKEA-resembling, entirely from scratch. I certainly enjoyed the moments I spent coding (and debugging) this project, and I hope you enjoy it too!...
|
1793587839.1758022
|
1793674239.1758022
|
|
3830
|
My awesome macropad! by @edith | Stardance
|
edith
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @edith | Stardance
|
1793174123.244098
|
1793778923.244098
|
|
3829
|
My first slack bot! by @Darian | Stardance
|
Darian
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Darian | Stardance
|
1793396980.6408927
|
1794001780.6408927
|
|
3828
|
Flounder Valley by @Avin | Stardance
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Avin
|
0
|
0.43
|
0
|
[]
|
[{"post_id": 675, "ts": "2026- [{"post_id": 675, "ts": "2026-06-02T07:15:02Z", "hours": 0.4261, "text": "The Basic map has been created"}]...
|
Title: Flounder Valley by @Avin | Stardance
Devlo Title: Flounder Valley by @Avin | Stardance
Devlogs:
The Basic map has been created...
|
1793137813.582279
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1793742613.582279
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3827
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Untitled by @shubeexy | Stardance
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shubeexy
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @shubeexy | Stardance
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1793447577.8282418
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1794052377.8282418
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3826
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todox by @divyanshxd | Stardance
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divyanshxd
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0
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0.0
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0
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[]
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[]
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Title: todox by @divyanshxd | Stardance
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1793188252.9874299
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1793793052.9874299
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3825
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MinimalisticWordle by @LordGrim | Stardance
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LordGrim
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0
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0.0
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0
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[]
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[]
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Title: MinimalisticWordle by @LordGrim | Stardance
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1793181101.2678537
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1793785901.2678537
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3824
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ezenc - tui encoder / decoder :3 by @zsharpminor | ezenc - tui encoder / decoder :3 by @zsharpminor | Stardance...
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zsharpminor
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1
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3.0
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57
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T01:36:40Z", "hours": 3.0, "multiplier": 17.7, "payout": 57, "blessing": "neutral", "text": "ezenc is a fully functional encoder and decoder that works entirely in your command line and runs on pipx (you don’t even need to install anything!) it supports 30 ciphers and encryption methods, including everything ranging from simple base64 over the caesar cipher to the most obscure encryption methods you’ve never heard of, fun ones such as the Bacon Cipher, and, of course, SHA keys (just be mindful - it’s not really possible to decrypt those later on!) ezenc was made entirely in Python and is a part of the ez-series of terminal utilities I’m working on! In the past, I’ve made stuff like syt (youtube downloader), sfm (file manager, compressor, transcript fetcher, and paywall bypasser), sss (school site scraper for emails) and ezserial (access your MCU via serial WITHOUT figuring out which port it’s connected to and trying to remember the screen command!) ezenc is the newest addition to this series, and I’d love if you gave it a try! :D with much love, zsharpminor", "repo": "https://github.com/newtontriumphant/ezenc", "demo": "https://pypi.org/project/ez-encrypt/"}]...
|
[{"post_id": 1190, "ts": "2026 [{"post_id": 1190, "ts": "2026-06-03T01:30:58Z", "hours": 0.4008, "text": "Packaged everything on PyPI and getting ready to ship! :D"}, {"post_id": 1148, "ts": "2026-06-03T00:12:19Z", "hours": 0.2811, "text": "The main menu of ezenc is now functional! You can encode and decode in the same command, and it now should fully support 30 encryption methods! :)"}, {"post_id": 1141, "ts": "2026-06-02T23:54:38Z", "hours": 0.8061, "text": "Finally, you can both encode AND decode with ezenc! Now all that’s left to do is to make a main menu for choosing which one, and, of course, making it so that you can encode ANYthing, not just Base64 :3"}, {"post_id": 1119, "ts": "2026-06-02T23:05:12Z", "hours": 0.405, "text": "Added some advanced regex-based cipher detection that attempts to intelligently detect which cipher you’re talking in (this is basically just copy and pasting the encryption code but refactoring it into an actual helper function lmao)"}, {"post_id": 596, "ts": "2026-06-02T02:48:56Z", "hours": 0.6389, "text": "It works! ezenc can now automatically decode any of ~26 languages and hashes that you paste in!"}, {"post_id": 573, "ts": "2026-06-02T02:06:44Z", "hours": 0.3408, "text": "You can now encode and decode B58 with ezenc! Slowly but surely, progress is being made! :)"}, {"post_id": 557, "ts": "2026-06-02T01:41:04Z", "hours": 0.3728, "text": "I’m working on a TUI encoder/decoder for any and all encoding methods! So far, I’ve set up a basic logo and English checker that’s meant to check if your output is plausible (has a high English score) or inplausible (has a low English score, meaning it’s gibberish.)"}]...
|
Title: ezenc - tui encoder / decoder :3 by @zsharp Title: ezenc - tui encoder / decoder :3 by @zsharpminor | Stardance
Devlogs:
I’m working on a TUI encoder/decoder for any and all encoding methods! So far, I’ve set up a basic logo and English checker that’s meant to check if your output is plausible (has a high English score) or inplausible (has a low English score, meaning it’s gibberish.)
You can now encode and decode B58 with ezenc! Slowly but surely, progress is being made! :)
It works! ezenc can now automatically decode any of ~26 languages and hashes that you paste in!
Added some advanced regex-based cipher detection that attempts to intelligently detect which cipher you’re talking in (this is basically just copy and pasting the encryption code but refactoring it into an actual helper function lmao)
Finally, you can both encode AND decode with ezenc! Now all that’s left to do is to make a main menu for choosing which one, and, of course, making it so that you can encode ANYthing, not just Base64 :3
The main menu of ezenc is now functional! You can encode and decode in the same command, and it now should fully support 30 encryption methods! :)
Packaged everything on PyPI and getting ready to ship! :D
Ships:
ezenc is a fully functional encoder and decoder that works entirely in your command line and runs on pipx (you don’t even need to install anything!) it supports 30 ciphers and encryption methods, including everything ranging from simple base64 over the caesar cipher to the most obscure encryption methods you’ve never heard of, fun ones such as the Bacon Cipher, and, of course, SHA keys (just be mindful - it’s not really possible to decrypt those later on!) ezenc was made entirely in Python and is a part of the ez-series of terminal utilities I’m working on! In the past, I’ve made stuff like syt (youtube downloader), sfm (file manager, compressor, transcript fetcher, and paywall bypasser), sss (school site scraper for emails) and ezserial (access your MCU via serial WITHOUT figuring out which port it’s connected to and trying to remember the screen command!) ezenc is the newest addition to this series, and I’d love if you gave it a try! :D with much love, zsharpminor...
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1793612844.650815
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1793699244.650815
|
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3823
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My awesome macropad! by @nbn90c | Stardance
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nbn90c
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @nbn90c | Stardance
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1793253073.0850894
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1793857873.0850894
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3822
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Flying ray beta by @Abdo | Stardance
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Abdo
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0
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0.0
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0
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[]
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[]
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Title: Flying ray beta by @Abdo | Stardance
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1793184629.5071023
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1793789429.5071023
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3821
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My first slack bot! by @mingmaw | Stardance
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mingmaw
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @mingmaw | Stardance
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1793379083.1664865
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1793983883.1664865
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3820
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My awesome macropad! by @Vinny | Stardance
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Vinny
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Vinny | Stardance
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1793476174.7716875
|
1794080974.7716875
|
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3819
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My first slack bot! by @prisha | Stardance
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prisha
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @prisha | Stardance
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1793494459.7035975
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1794099259.7035975
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3818
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Exo Suit by @karthikchim784 | Stardance
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karthikchim784
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0
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0.0
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0
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[]
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[]
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Title: Exo Suit by @karthikchim784 | Stardance
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1793505387.7882755
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1794110187.7882755
|
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3817
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My awesome macropad! by @Wobby | Stardance
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Wobby
|
0
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0.0
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0
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[]
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[]
|
Title: My awesome macropad! by @Wobby | Stardance
|
1793350337.2050307
|
1793955137.2050307
|
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3816
|
JS Tetris Clone by @Kieren | Stardance
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Kieren
|
0
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0.0
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0
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[]
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[]
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Title: JS Tetris Clone by @Kieren | Stardance
|
1793494478.5991976
|
1794099278.5991976
|
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3815
|
My awesome macropad! by @kavyansh | Stardance
|
kavyansh
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0
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0.0
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[]
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[]
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Title: My awesome macropad! by @kavyansh | Stardan Title: My awesome macropad! by @kavyansh | Stardance...
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1793364621.8767107
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1793969421.8767107
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3814
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My awesome macropad! by @shubeexy | Stardance
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shubeexy
|
0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @shubeexy | Stardan Title: My awesome macropad! by @shubeexy | Stardance...
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1793487105.5438626
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1794091905.5438626
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3813
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Latin Translation Model by @charlotte | Stardance
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charlotte
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0
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0.0
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[]
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[]
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Title: Latin Translation Model by @charlotte | Sta Title: Latin Translation Model by @charlotte | Stardance...
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1793490468.4381628
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1794095268.4381628
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3812
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A phone by @naitik_n_bhutaiya | Stardance
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naitik_n_bhutaiya
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0
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0.0
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0
|
[]
|
[]
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Title: A phone by @naitik_n_bhutaiya | Stardance
|
1793335744.2376056
|
1793940544.2376056
|
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3811
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call and msg receiver by @nur | Stardance
|
nur
|
0
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0.0
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0
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[]
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[]
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Title: call and msg receiver by @nur | Stardance
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1793386130.6178913
|
1793990930.6178913
|
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3810
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My awesome macropad! by @richie | Stardance
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richie
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @richie | Stardance
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1793188375.4383452
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1793793175.4383452
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3809
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Product Review by @Rian | Stardance
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Rian
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0
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0.0
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0
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[]
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[]
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Title: Product Review by @Rian | Stardance
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1793274744.0363147
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1793879544.0363147
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3808
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Desmos Art project by @nidhip1 | Stardance
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nidhip1
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0
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0.0
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0
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[]
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[]
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Title: Desmos Art project by @nidhip1 | Stardance
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1793335756.5522285
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1793940556.5522285
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3807
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My awesome macropad! by @rukshiya3 | Stardance
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rukshiya3
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @rukshiya3 | Starda Title: My awesome macropad! by @rukshiya3 | Stardance...
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1793418923.602638
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1794023723.602638
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3806
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My awesome macropad! by @jlee201121 | Stardance
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jlee201121
|
0
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0.0
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[]
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[]
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Title: My awesome macropad! by @jlee201121 | Stard Title: My awesome macropad! by @jlee201121 | Stardance...
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1793184499.2019925
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1793789299.2019925
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3805
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My awesome macropad! by @Sanam | Stardance
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Sanam
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0
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0.0
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0
|
[]
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[]
|
Title: My awesome macropad! by @Sanam | Stardance
|
1793325190.989266
|
1793929990.989266
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3804
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Untitled project by @njurlich | Stardance
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njurlich
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @njurlich | Stardance
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1793162893.3237512
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1793767693.3237512
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3803
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Untitled project by @rukshiya3 | Stardance
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rukshiya3
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @rukshiya3 | Stardance
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1793519712.0333028
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1794124512.0333028
|
|
3802
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Untitled by @mmk21_spam | Stardance
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mmk21_spam
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0
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0.0
|
0
|
[]
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[]
|
Title: Untitled by @mmk21_spam | Stardance
|
1793317787.450483
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1793922587.450483
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3801
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Untitled project by @Blackout | Stardance
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Blackout
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0
|
0.0
|
0
|
[]
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[]
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Title: Untitled project by @Blackout | Stardance
|
1793342857.635487
|
1793947657.635487
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3800
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My awesome macropad! by @Trinexty | Stardance
|
Trinexty
|
0
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0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @Trinexty | Stardan Title: My awesome macropad! by @Trinexty | Stardance...
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1793386205.904835
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1793991005.904835
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3799
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My first slack bot! by @Willow | Stardance
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Willow
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Willow | Stardance
|
1793468983.864318
|
1794073783.864318
|
|
3798
|
PinkScout by @benjamin_kuzmik | Stardance
|
benjamin_kuzmik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PinkScout by @benjamin_kuzmik | Stardance
|
1793314239.7713895
|
1793919039.7713895
|
|
3797
|
My awesome macropad! by @nethrapattu | Stardance
|
nethrapattu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @nethrapattu | Star Title: My awesome macropad! by @nethrapattu | Stardance...
|
1793267374.2058165
|
1793872174.2058165
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3796
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Tutor AI by @derped | Stardance
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0
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0.0
|
0
|
[]
|
[]
|
Title: Tutor AI by @derped | Stardance
|
1793415390.1122594
|
1794020190.1122594
|
|
3795
|
My awesome macropad! by @Jaws | Stardance
|
Jaws
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0
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0.0
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0
|
[]
|
[]
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Title: My awesome macropad! by @Jaws | Stardance
|
1793213280.9734585
|
1793818080.9734585
|
|
3794
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RTX Minecraft Shader by @DubbsPi | Stardance
|
DubbsPi
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1
|
77.0
|
1308
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T16:35:23Z", "hours": 77.0, "multiplier": 16.95, "payout": 1308, "blessing": "neutral", "text": "This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!", "repo": "https://github.com/DubbsPi/My-Minecraft-Shaderpack", "demo": "https://www.curseforge.com/minecraft/shaders/basic-rtx-shader"}]...
|
[{"post_id": 43388, "ts": "202 [{"post_id": 43388, "ts": "2026-08-08T16:27:45Z", "hours": 7.6336, "text": "Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there."}, {"post_id": 31865, "ts": "2026-07-20T16:26:32Z", "hours": 3.2281, "text": "We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯"}, {"post_id": 31520, "ts": "2026-07-20T00:14:26Z", "hours": 3.8397, "text": "you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)"}, {"post_id": 30981, "ts": "2026-07-19T00:18:09Z", "hours": 6.6114, "text": "Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do."}, {"post_id": 27699, "ts": "2026-07-13T14:19:43Z", "hours": 5.9664, "text": "All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)"}, {"post_id": 26101, "ts": "2026-07-10T18:06:01Z", "hours": 0.9642, "text": "Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D"}, {"post_id": 25300, "ts": "2026-07-09T14:40:44Z", "hours": 1.5022, "text": "Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)"}, {"post_id": 24178, "ts": "2026-07-07T16:06:28Z", "hours": 3.9919, "text": "(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!"}, {"post_id": 22943, "ts": "2026-07-05T16:32:52Z", "hours": 3.3131, "text": "Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!"}, {"post_id": 21433, "ts": "2026-07-03T11:48:09Z", "hours": 5.2997, "text": "The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)"}, {"post_id": 20766, "ts": "2026-07-02T13:44:05Z", "hours": 2.1428, "text": "We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁"}, {"post_id": 20450, "ts": "2026-07-02T01:31:07Z", "hours": 1.3664, "text": "After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster."}, {"post_id": 19507, "ts": "2026-06-30T20:37:39Z", "hours": 1.7464, "text": "Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D"}, {"post_id": 19290, "ts": "2026-06-30T15:41:18Z", "hours": 3.3058, "text": "Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed."}, {"post_id": 18749, "ts": "2026-06-29T22:48:27Z", "hours": 6.0992, "text": "Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching."}, {"post_id": 17365, "ts": "2026-06-28T03:42:47Z", "hours": 0.8519, "text": "Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol"}, {"post_id": 17105, "ts": "2026-06-27T19:32:56Z", "hours": 3.4997, "text": "Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that."}, {"post_id": 16356, "ts": "2026-06-26T16:40:20Z", "hours": 3.5428, "text": "Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate."}, {"post_id": 15941, "ts": "2026-06-25T22:01:37Z", "hours": 2.5308, "text": "Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!"}, {"post_id": 15811, "ts": "2026-06-25T18:08:53Z", "hours": 3.2617, "text": "Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!"}, {"post_id": 15343, "ts": "2026-06-24T22:51:45Z", "hours": 1.3783, "text": "Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!"}, {"post_id": 15154, "ts": "2026-06-24T16:55:26Z", "hours": 1.6878, "text": "Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea."}, {"post_id": 15097, "ts": "2026-06-24T15:08:22Z", "hours": 1.4875, "text": "Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!"}, {"post_id": 15050, "ts": "2026-06-24T13:24:37Z", "hours": 1.9417, "text": "Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)"}]...
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Title: RTX Minecraft Shader by @DubbsPi | Stardanc Title: RTX Minecraft Shader by @DubbsPi | Stardance
Devlogs:
Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)
Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!
Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea.
Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!
Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!
Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!
Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate.
Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that.
Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol
Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching.
Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed.
Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D
After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster.
We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁
The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)
Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!
(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!
Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)
Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D
All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)
Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do.
you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)
We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯
Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there.
Ships:
This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!...
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1793598848.9552557
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1793685248.9552557
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3793
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My awesome macropad! by @siddd | Stardance
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siddd
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @siddd | Stardance
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1793559467.122511
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1794164267.122511
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3792
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I am making a fun and more efficient file explorer I am making a fun and more efficient file explorer by @justinjingle23 | Stardance...
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justinjingle23
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0
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2.25
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0
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[]
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[{"post_id": 3279, "ts": "2026 [{"post_id": 3279, "ts": "2026-06-06T04:14:50Z", "hours": 1.14, "text": "I fixed which ones show folders and which one show files and currently am working on opening files."}, {"post_id": 1277, "ts": "2026-06-03T05:01:25Z", "hours": 0.6761, "text": "I was working on getting my program to display icon if something is a file or a folder but currently running into some issues of it doing the wrong ones"}, {"post_id": 633, "ts": "2026-06-02T04:39:24Z", "hours": 0.4342, "text": "I a working on making basic file explorer and right now you can go into folders"}]...
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Title: I am making a fun and more efficient file e Title: I am making a fun and more efficient file explorer by @justinjingle23 | Stardance
Devlogs:
I a working on making basic file explorer and right now you can go into folders
I was working on getting my program to display icon if something is a file or a folder but currently running into some issues of it doing the wrong ones
I fixed which ones show folders and which one show files and currently am working on opening files....
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1793299852.2038105
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1793904652.2038105
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3791
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My first slack bot! by @nidhip1 | Stardance
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nidhip1
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0
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Title: My first slack bot! by @nidhip1 | Stardance
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1793397241.703813
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1794002041.703813
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3790
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Untitled project by @DarshanGirishKumar | Stardanc Untitled project by @DarshanGirishKumar | Stardance...
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Title: Untitled project by @DarshanGirishKumar | S Title: Untitled project by @DarshanGirishKumar | Stardance...
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1793494384.2135649
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1794099184.2135649
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My awesome macropad! by @Peppermint | Stardance
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Title: My awesome macropad! by @Peppermint | Stard Title: My awesome macropad! by @Peppermint | Stardance...
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Life Dashboard by @a4aaravjain | Stardance
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a4aaravjain
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Title: Life Dashboard by @a4aaravjain | Stardance
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1793271280.8805983
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1793876080.8805983
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Video game by @cartertreustephenson | Stardance
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cartertreustephenson
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Title: Video game by @cartertreustephenson | Stard Title: Video game by @cartertreustephenson | Stardance...
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1793559503.1171489
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1794164303.1171489
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