|
3751
|
MAV by @baconwaffledonut | Stardance
|
baconwaffledonut
|
1
|
70.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T23:38:23Z", "hours": 70.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic game engine in Rust and Vulkan, doesn’t do much other than render an object ten times in a row. It does have movement support about the camera along with rotation of the camera allowing you to move around the scene. It was of course very challenging to get to this point and I had to reference a variety of like wiki’s and documents because none of it was very clearly explained in one place, and Vulkan is a low profile API where you need to code eveything. Anyways I had a lot of fun writing it, learned a lot about how it works this time as well.", "repo": "https://github.com/BaconWaffleDonut/MAV/tree/master", "demo": "https://youtu.be/2d5tLUQpuWg"}]...
|
[{"post_id": 76561, "ts": "202 [{"post_id": 76561, "ts": "2026-10-03T23:34:25Z", "hours": 3.1708, "text": "Very last devlog, just added some finishing touches, tried to get LOD’s working but they still appear too close to the camera. Yeah that’s really it, have a good rest of the year :3"}, {"post_id": 33779, "ts": "2026-07-23T23:26:07Z", "hours": 2.8714, "text": "Finally got the movement system for the camera all smoothed out. Now it moves relative to the direction of the camera instead of along the world grid. Also smoothed out the motion."}, {"post_id": 33293, "ts": "2026-07-23T02:35:22Z", "hours": 6.8494, "text": "Finally manage to get rotation properly implemented and bound to various keys. Still need to change the movement system so that the camera axis rotates with the camera instead of being fixed to the same rotational state of the world."}, {"post_id": 23910, "ts": "2026-07-07T03:36:54Z", "hours": 3.6447, "text": "Well I finally managed to fix the memory leak somehow, currently it only supports a single model however my next goal is to add support for different models. Currently it can change the number of models displayed on screen at once along with the brightness of each model."}, {"post_id": 23289, "ts": "2026-07-06T04:54:09Z", "hours": 8.3117, "text": "I replaced my code for allocating buffer memory using vk-mem-rs. Still trying to track down the memory leak. Now I need to fix the rendering issues as something happened when switching the buffer systems out causing the brightness to significantly decrease and rendering to be locationally based on the cursor for some reason, and also now it would require a seizure warning for any video/gif which is suboptimal. Only during closing the application does brightness return to expected ranges as seen in photo below."}, {"post_id": 17252, "ts": "2026-06-27T23:34:59Z", "hours": 1.8019, "text": "It finally runs with no real errors this time and produces expected behavior. Next I want to figure out how to change the brightness with a key input."}, {"post_id": 16719, "ts": "2026-06-27T05:03:58Z", "hours": 7.22, "text": "I finally got it to run and render more than one frame before crashing. Now I just need to figure out how to get it to render an actual image. Probably just messed up a section of the code."}, {"post_id": 15974, "ts": "2026-06-25T22:54:22Z", "hours": 5.9689, "text": "I have no idea how to fix this error. I have tried not initializing sync objects, changing the order in which functions are initialized. Maybe its not working because of an empty field somewhere…"}, {"post_id": 15427, "ts": "2026-06-25T02:14:58Z", "hours": 2.0947, "text": "Code is running but now I have a segfault error"}, {"post_id": 14923, "ts": "2026-06-24T07:05:22Z", "hours": 11.3683, "text": "The majority of the code is ready to run… just three more errors that I spent a few hours on remain… At least I think it was a few hours, might have been just one or two…"}, {"post_id": 13934, "ts": "2026-06-22T21:09:55Z", "hours": 9.9392, "text": "Created a ton of functions. Still just boilerplate code that I eventually want to replace a lot of the hardcoded configs with variables for an eventual config file. I managed to extract a few variables that get reused consistently into an impl for a single write/ multiple reader structure because one of them should only be created once. Other than that I am relearning why I didn’t really do much with vulkan… Well time to go code some more :3"}, {"post_id": 3232, "ts": "2026-06-06T01:56:45Z", "hours": 2.4022, "text": "Worked on testing imports from other files. Setup some guidelines for the main video engine. Created a bunch of functions for use in the main function for the engine, still empty. Next comes the fun part of trying to figure out the actual code…"}, {"post_id": 1132, "ts": "2026-06-02T23:36:52Z", "hours": 2.7244, "text": "Got a simple window created for testing, now onto Vulkan…"}, {"post_id": 585, "ts": "2026-06-02T02:33:41Z", "hours": 1.4103, "text": "Tried some stuff to get started, really need to find a good tutorial for Ash."}]...
|
Title: MAV by @baconwaffledonut | Stardance
Devlo Title: MAV by @baconwaffledonut | Stardance
Devlogs:
Tried some stuff to get started, really need to find a good tutorial for Ash.
Got a simple window created for testing, now onto Vulkan…
Worked on testing imports from other files. Setup some guidelines for the main video engine. Created a bunch of functions for use in the main function for the engine, still empty. Next comes the fun part of trying to figure out the actual code…
Created a ton of functions. Still just boilerplate code that I eventually want to replace a lot of the hardcoded configs with variables for an eventual config file. I managed to extract a few variables that get reused consistently into an impl for a single write/ multiple reader structure because one of them should only be created once. Other than that I am relearning why I didn’t really do much with vulkan… Well time to go code some more :3
The majority of the code is ready to run… just three more errors that I spent a few hours on remain… At least I think it was a few hours, might have been just one or two…
Code is running but now I have a segfault error
I have no idea how to fix this error. I have tried not initializing sync objects, changing the order in which functions are initialized. Maybe its not working because of an empty field somewhere…
I finally got it to run and render more than one frame before crashing. Now I just need to figure out how to get it to render an actual image. Probably just messed up a section of the code.
It finally runs with no real errors this time and produces expected behavior. Next I want to figure out how to change the brightness with a key input.
I replaced my code for allocating buffer memory using vk-mem-rs. Still trying to track down the memory leak. Now I need to fix the rendering issues as something happened when switching the buffer systems out causing the brightness to significantly decrease and rendering to be locationally based on the cursor for some reason, and also now it would require a seizure warning for any video/gif which is suboptimal. Only during closing the application does brightness return to expected ranges as seen in photo below.
Well I finally managed to fix the memory leak somehow, currently it only supports a single model however my next goal is to add support for different models. Currently it can change the number of models displayed on screen at once along with the brightness of each model.
Finally manage to get rotation properly implemented and bound to various keys. Still need to change the movement system so that the camera axis rotates with the camera instead of being fixed to the same rotational state of the world.
Finally got the movement system for the camera all smoothed out. Now it moves relative to the direction of the camera instead of along the world grid. Also smoothed out the motion.
Very last devlog, just added some finishing touches, tried to get LOD’s working but they still appear too close to the camera. Yeah that’s really it, have a good rest of the year :3
Ships:
I made a basic game engine in Rust and Vulkan, doesn’t do much other than render an object ten times in a row. It does have movement support about the camera along with rotation of the camera allowing you to move around the scene. It was of course very challenging to get to this point and I had to reference a variety of like wiki’s and documents because none of it was very clearly explained in one place, and Vulkan is a low profile API where you need to code eveything. Anyways I had a lot of fun writing it, learned a lot about how it works this time as well....
|
1793004691.9538658
|
1793091091.9538658
|
|
3752
|
Allen Key to Impact Driver Adapter by @AstralGrand Allen Key to Impact Driver Adapter by @AstralGrandpa2 | Stardance...
|
AstralGrandpa2
|
0
|
1.53
|
0
|
[]
|
[{"post_id": 1461, "ts": "2026 [{"post_id": 1461, "ts": "2026-06-03T14:48:54Z", "hours": 0.675, "text": "Worked on the Connection of the bottom half with the top half. Couple of different ways I can do this (e.g. threads), but went with a simple sliding mechanism. Onshape navigation a bit clunky and hard to learn TT"}, {"post_id": 1189, "ts": "2026-06-03T01:30:16Z", "hours": 0.4853, "text": "Created more of the general Framework. Navigating Onshape is a bit tricky due to the new UI (quite different from Fusion). Made some decent progress where the bit and 3D printed casing is made. More details to come."}, {"post_id": 897, "ts": "2026-06-02T16:56:20Z", "hours": 0.3647, "text": "Onshape Setup (I’m an Autodesk Fusion veteran), figured out navigation, and created a mockup of an Allen/hex wrench/key. Created handy dimensions that will enable modifications in the near future."}]...
|
Title: Allen Key to Impact Driver Adapter by @Astr Title: Allen Key to Impact Driver Adapter by @AstralGrandpa2 | Stardance
Devlogs:
Onshape Setup (I’m an Autodesk Fusion veteran), figured out navigation, and created a mockup of an Allen/hex wrench/key. Created handy dimensions that will enable modifications in the near future.
Created more of the general Framework. Navigating Onshape is a bit tricky due to the new UI (quite different from Fusion). Made some decent progress where the bit and 3D printed casing is made. More details to come.
Worked on the Connection of the bottom half with the top half. Couple of different ways I can do this (e.g. threads), but went with a simple sliding mechanism. Onshape navigation a bit clunky and hard to learn TT...
|
1792540320.7105021
|
1793145120.7105021
|
|
3753
|
My awesome macropad! by @Sid | Stardance
|
Sid
|
0
|
13.05
|
0
|
[]
|
[{"post_id": 58769, "ts": "202 [{"post_id": 58769, "ts": "2026-08-31T10:35:03Z", "hours": 1.03, "text": "finally the firmware is done!! BUT i missed screen recording the firmware part as i went to get some water and then i forgot to turn on the lapse and learned a lot about kmk and micropython but didn’t recorded it."}, {"post_id": 52982, "ts": "2026-08-23T11:06:19Z", "hours": 3.5533, "text": "Finally :D I completed the PCB and the case! It looks really cool, but I definitely had to spend a lot of time on it. The PCB was a bit challenging, but the case was pretty easy to make.For the firmware, I initially planned to use QMK, but after spending a whole hour trying to set it up without success, I decided to delete it and switch to KMK. Later, someone in Slack told me that I could work on the firmware once the hardware arrives, so now I’m basically at the final steps of completing the project!For the case, I added four little supports on the bottom to help reduce damage to the case. And honestly, the silkscreen on the PCB is probably my favorite part! :D"}, {"post_id": 49517, "ts": "2026-08-18T12:06:07Z", "hours": 0.9167, "text": "I am making the case for my macropad! As I have attached LEDs on the sides of pcb i thought to make a honeycomb pattern so that when light goes out, it forms a cool shadow and looks sick! And now I realised that the rp2040 will also be on a side, so I need to edit that as well and make the cover and make screw holes! btw, is this a good idea?"}, {"post_id": 49483, "ts": "2026-08-18T11:02:24Z", "hours": 1.8694, "text": "Finally!! I managed to complete the PCB part, and I’m really happy with how it turned out! It took quite a bit of time and effort to get everything working and looking the way I wanted. It actually looks pretty cool! And now, onto the next phase of the project… the case! Can’t wait to see how it turns out!"}, {"post_id": 46259, "ts": "2026-08-13T11:37:53Z", "hours": 1.1006, "text": "I messed up!!! so i was trying to align the leds perfectly on the edge of the pcb but first i counted there should be 20 LEDs(5 per side), then i realise there should be 18(two opp. side with 5 leds, and 2 opp. sides with 4 leds), but later i reallized that xiao rp2040 will be on a corner so have to reduce 2-4 more leds so in simpler words i wasted a whole hour of my life figuring out how and where to place leds on a pcb!!! will restart later!"}, {"post_id": 46212, "ts": "2026-08-13T08:56:35Z", "hours": 1.9508, "text": "So now I have completed the schematics with 9 keys, 9 diodes, 10 LEDs, a rotatory encoder, and a display. i also assigned the footprints. and will do the pcb editing in next lapse!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!sorry for sooomany exclamation marks!!!!!!! And I hope I am making this right??"}, {"post_id": 46101, "ts": "2026-08-13T02:34:16Z", "hours": 2.6311, "text": "So it’s my first time using KiCad, so I followed the Hackpad guide and made a basic PCB and made a case, but now I think to take the challenge to use 9 keys, a rotary encoder, maybe a screen, and upgrade it."}]...
|
Title: My awesome macropad! by @Sid | Stardance
D Title: My awesome macropad! by @Sid | Stardance
Devlogs:
So it’s my first time using KiCad, so I followed the Hackpad guide and made a basic PCB and made a case, but now I think to take the challenge to use 9 keys, a rotary encoder, maybe a screen, and upgrade it.
So now I have completed the schematics with 9 keys, 9 diodes, 10 LEDs, a rotatory encoder, and a display. i also assigned the footprints. and will do the pcb editing in next lapse!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!sorry for sooomany exclamation marks!!!!!!! And I hope I am making this right??
I messed up!!! so i was trying to align the leds perfectly on the edge of the pcb but first i counted there should be 20 LEDs(5 per side), then i realise there should be 18(two opp. side with 5 leds, and 2 opp. sides with 4 leds), but later i reallized that xiao rp2040 will be on a corner so have to reduce 2-4 more leds so in simpler words i wasted a whole hour of my life figuring out how and where to place leds on a pcb!!! will restart later!
Finally!! I managed to complete the PCB part, and I’m really happy with how it turned out! It took quite a bit of time and effort to get everything working and looking the way I wanted. It actually looks pretty cool! And now, onto the next phase of the project… the case! Can’t wait to see how it turns out!
I am making the case for my macropad! As I have attached LEDs on the sides of pcb i thought to make a honeycomb pattern so that when light goes out, it forms a cool shadow and looks sick! And now I realised that the rp2040 will also be on a side, so I need to edit that as well and make the cover and make screw holes! btw, is this a good idea?
Finally :D I completed the PCB and the case! It looks really cool, but I definitely had to spend a lot of time on it. The PCB was a bit challenging, but the case was pretty easy to make.For the firmware, I initially planned to use QMK, but after spending a whole hour trying to set it up without success, I decided to delete it and switch to KMK. Later, someone in Slack told me that I could work on the firmware once the hardware arrives, so now I’m basically at the final steps of completing the project!For the case, I added four little supports on the bottom to help reduce damage to the case. And honestly, the silkscreen on the PCB is probably my favorite part! :D
finally the firmware is done!! BUT i missed screen recording the firmware part as i went to get some water and then i forgot to turn on the lapse and learned a lot about kmk and micropython but didn’t recorded it....
|
1792579701.1698143
|
1793184501.1698143
|
|
3754
|
My first slack bot! by @richie | Stardance
|
richie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @richie | Stardance
|
1792659039.864556
|
1793263839.864556
|
|
3755
|
Untitled by @Ecubides | Stardance
|
Ecubides
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Ecubides | Stardance
|
1792547267.9332716
|
1793152067.9332716
|
|
3756
|
Sonic cd visualizer by @damiete | Stardance
|
damiete
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Sonic cd visualizer by @damiete | Stardance
|
1792572586.8360178
|
1793177386.8360178
|
|
3757
|
Fed up Macro by @Pocket_Thopter | Stardance
|
Pocket_Thopter
|
0
|
0.4
|
0
|
[]
|
[{"post_id": 630, "ts": "2026- [{"post_id": 630, "ts": "2026-06-02T04:31:37Z", "hours": 0.4006, "text": "Day 0 of just getting things set up and linked together with github and stardance and vscode. It took an embarrassingly long time to get it all together, but the code is now ready to say hello to the world"}]...
|
Title: Fed up Macro by @Pocket_Thopter | Stardance Title: Fed up Macro by @Pocket_Thopter | Stardance
Devlogs:
Day 0 of just getting things set up and linked together with github and stardance and vscode. It took an embarrassingly long time to get it all together, but the code is now ready to say hello to the world...
|
1792666129.1096263
|
1793270929.1096263
|
|
3758
|
My first slack bot! by @phol | Stardance
|
phol
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @phol | Stardance
|
1792738268.4404373
|
1793343068.4404373
|
|
3759
|
My awesome macropad! by @thapasahashrad | Stardanc My awesome macropad! by @thapasahashrad | Stardance...
|
thapasahashrad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @thapasahashrad | S Title: My awesome macropad! by @thapasahashrad | Stardance...
|
1792511287.6532595
|
1793116087.6532595
|
|
3760
|
My first slack bot! by @hamletsardarian2007 | Star My first slack bot! by @hamletsardarian2007 | Stardance...
|
hamletsardarian2007
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @hamletsardarian2007 Title: My first slack bot! by @hamletsardarian2007 | Stardance...
|
1792673408.3628848
|
1793278208.3628848
|
|
3761
|
My first slack bot! by @simonheit12 | Stardance
|
simonheit12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @simonheit12 | Stard Title: My first slack bot! by @simonheit12 | Stardance...
|
1792799434.130002
|
1793404234.130002
|
|
3762
|
Coinbound by @tom_pineapple | Stardance
|
tom_pineapple
|
0
|
5.02
|
0
|
[]
|
[{"post_id": 22570, "ts": "202 [{"post_id": 22570, "ts": "2026-07-05T02:51:02Z", "hours": 1.6889, "text": "I fully finished the map! (My computer won’t let me take pictures of my projects so I just attached a picture of Miku)."}, {"post_id": 691, "ts": "2026-06-02T08:00:40Z", "hours": 0.8553, "text": "I have compeleted the demo version of my map! I love the gameboy artstyle I managed to incorporate into it."}, {"post_id": 659, "ts": "2026-06-02T06:01:03Z", "hours": 1.7267, "text": "Halfway done with my map for my gameboy inspired collectathon."}, {"post_id": 580, "ts": "2026-06-02T02:25:33Z", "hours": 0.7469, "text": "I found a free tileset I plan to use for the map of my game."}]...
|
Title: Coinbound by @tom_pineapple | Stardance
De Title: Coinbound by @tom_pineapple | Stardance
Devlogs:
I found a free tileset I plan to use for the map of my game.
Halfway done with my map for my gameboy inspired collectathon.
I have compeleted the demo version of my map! I love the gameboy artstyle I managed to incorporate into it.
I fully finished the map! (My computer won’t let me take pictures of my projects so I just attached a picture of Miku)....
|
1792565257.3935065
|
1793170057.3935065
|
|
3763
|
Hacka-Plat by @Powerblock | Stardance
|
Powerblock
|
1
|
13.0
|
220
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T05:14:48Z", "hours": 13.0, "multiplier": 17.56, "payout": 220, "blessing": "neutral", "text": "I made a 2D platformer where you solve the levels by “hacking” (moving) the platforms in game.", "repo": "https://github.com/Powerblock2000/hacka-plat/", "demo": "https://hacka-plat.netlify.app/"}]...
|
[{"post_id": 7299, "ts": "2026 [{"post_id": 7299, "ts": "2026-06-12T05:13:08Z", "hours": 0.7533, "text": "Finally fixed web exports with git LFS"}, {"post_id": 7145, "ts": "2026-06-11T22:43:15Z", "hours": 4.9644, "text": "Finished level 3 and credits scene; ALL DONE!!!!"}, {"post_id": 2346, "ts": "2026-06-04T19:50:53Z", "hours": 1.2392, "text": "Finished tutorial"}, {"post_id": 1133, "ts": "2026-06-02T23:38:37Z", "hours": 3.0217, "text": "Working on tutorial"}, {"post_id": 888, "ts": "2026-06-02T16:41:25Z", "hours": 1.9089, "text": "Finished Main Menu"}, {"post_id": 600, "ts": "2026-06-02T03:01:48Z", "hours": 0.9722, "text": "Almost finished with main menu"}, {"post_id": 566, "ts": "2026-06-02T01:52:02Z", "hours": 0.4747, "text": "Just finished character controller"}]...
|
Title: Hacka-Plat by @Powerblock | Stardance
Devl Title: Hacka-Plat by @Powerblock | Stardance
Devlogs:
Just finished character controller
Almost finished with main menu
Finished Main Menu
Working on tutorial
Finished tutorial
Finished level 3 and credits scene; ALL DONE!!!!
Finally fixed web exports with git LFS
Ships:
I made a 2D platformer where you solve the levels by “hacking” (moving) the platforms in game....
|
1793098458.3560169
|
1793184858.3560169
|
|
3764
|
My awesome macropad! by @raymondp5802 | Stardance
|
raymondp5802
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @raymondp5802 | Sta Title: My awesome macropad! by @raymondp5802 | Stardance...
|
1792731223.7267706
|
1793336023.7267706
|
|
3765
|
Portable Radio Receiver by @Jonah_Chromy | Stardan Portable Radio Receiver by @Jonah_Chromy | Stardance...
|
Jonah_Chromy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Portable Radio Receiver by @Jonah_Chromy | Title: Portable Radio Receiver by @Jonah_Chromy | Stardance...
|
1792730939.5191114
|
1793335739.5191114
|
|
3766
|
"Welcome Back!" - Bertice by @TheVeryWobbl "Welcome Back!" - Bertice by @TheVeryWobblyEngines | Stardance...
|
TheVeryWobblyEngines
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: "Welcome Back!" - Bertice by @TheVe Title: "Welcome Back!" - Bertice by @TheVeryWobblyEngines | Stardance...
|
1792655342.029336
|
1793260142.029336
|
|
3767
|
My first slack bot! by @sunaykomarla | Stardance
|
sunaykomarla
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sunaykomarla | Star Title: My first slack bot! by @sunaykomarla | Stardance...
|
1792493531.9708283
|
1793098331.9708283
|
|
3768
|
My awesome macropad! by @kavya | Stardance
|
kavya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kavya | Stardance
|
1792659273.013426
|
1793264073.013426
|
|
3769
|
Untitled project by @vermajay6409 | Stardance
|
vermajay6409
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @vermajay6409 | Stardan Title: Untitled project by @vermajay6409 | Stardance...
|
1792684416.8397944
|
1793289216.8397944
|
|
3770
|
My first slack bot! by @Jaws | Stardance
|
Jaws
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Jaws | Stardance
|
1792504132.6109033
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1793108932.6109033
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3771
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FRESH by @awildsundar | Stardance
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awildsundar
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0
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10.55
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0
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[]
|
[{"post_id": 4210, "ts": "2026 [{"post_id": 4210, "ts": "2026-06-07T13:22:27Z", "hours": 9.2958, "text": "fixed 2 game-breaking bugs and discovered new ones i swear my project is a rotting apple with how many bugs are in here, managed to fix a bug where upon death enemies would switch to the attack state on the last frame, and another where when switching characters the animations would glitch wait did i mention that you can switch characters? it’s a core mechanic in FRESH, by holding TAB the player can switch to another character in their view! its a bit jank and needs some visual feedback, but its feeling quite nice so far :) however theres a bug where if a locked-on enemy dies it stays locked-on, to be honest i have no clue how to fix this without refactoring my code so i guess ill just cry"}, {"post_id": 616, "ts": "2026-06-02T03:38:57Z", "hours": 1.2503, "text": "Finished up the combat basics! The player can now hurt and be hurt, dash away from enemies, and lock-on to different targets. It’s quite jank at the moment, the player cannot attack and move at the same time, and more work needs to be done on the animation blending, but on the whole I’m very happy with how the combat is looking :)"}]...
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Title: FRESH by @awildsundar | Stardance
Devlogs: Title: FRESH by @awildsundar | Stardance
Devlogs:
Finished up the combat basics! The player can now hurt and be hurt, dash away from enemies, and lock-on to different targets. It’s quite jank at the moment, the player cannot attack and move at the same time, and more work needs to be done on the animation blending, but on the whole I’m very happy with how the combat is looking :)
fixed 2 game-breaking bugs and discovered new ones i swear my project is a rotting apple with how many bugs are in here, managed to fix a bug where upon death enemies would switch to the attack state on the last frame, and another where when switching characters the animations would glitch wait did i mention that you can switch characters? it’s a core mechanic in FRESH, by holding TAB the player can switch to another character in their view! its a bit jank and needs some visual feedback, but its feeling quite nice so far :) however theres a bug where if a locked-on enemy dies it stays locked-on, to be honest i have no clue how to fix this without refactoring my code so i guess ill just cry...
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1792684335.9210577
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1793289135.9210577
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3772
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My first slack bot! by @Saleha | Stardance
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Saleha
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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 @Saleha | Stardance
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1792540294.365657
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1793145094.365657
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3773
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My awesome macropad! by @mt | Stardance
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mt
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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 @mt | Stardance
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1792655335.1704717
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1793260135.1704717
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3774
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My awesome macropad! by @claudia | Stardance
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claudia
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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 @claudia | Stardanc Title: My awesome macropad! by @claudia | Stardance...
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1792623186.4644067
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1793227986.4644067
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3775
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My awesome macropad! by @IzStar | Stardance
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IzStar
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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 @IzStar | Stardance
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1792590834.823454
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1793195634.823454
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3776
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Text-based game by @Celeste | Stardance
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Celeste
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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: Text-based game by @Celeste | Stardance
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1792594368.5989718
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1793199168.5989718
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3777
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Lightsaber pcb board by @benjamin_kuzmik | Stardan Lightsaber pcb board by @benjamin_kuzmik | Stardance...
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benjamin_kuzmik
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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: Lightsaber pcb board by @benjamin_kuzmik | Title: Lightsaber pcb board by @benjamin_kuzmik | Stardance...
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1792756533.9047942
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1793361333.9047942
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3778
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My first slack bot! by @nicky | Stardance
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nicky
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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 @nicky | Stardance
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1792547402.5160527
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1793152202.5160527
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3779
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My awesome macropad! by @AlexisCruz | Stardance
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AlexisCruz
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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 @AlexisCruz | Stard Title: My awesome macropad! by @AlexisCruz | Stardance...
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1792572462.9343972
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1793177262.9343972
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3780
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My first slack bot! by @Hi_man | Stardance
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Hi_man
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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 @Hi_man | Stardance
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1792562061.946026
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1793166861.946026
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3781
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My awesome macropad! 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: My awesome macropad! by @nidhip1 | Stardanc Title: My awesome macropad! by @nidhip1 | Stardance...
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1792716701.7667706
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1793321501.7667706
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3782
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My first slack bot! by @Blackout | Stardance
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Blackout
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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 @Blackout | Stardanc Title: My first slack bot! by @Blackout | Stardance...
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1792529363.908589
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1793134163.908589
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3783
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RP2354B Testboard by @ko6lvm | Stardance
|
ko6lvm
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0
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5.45
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0
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[]
|
[{"post_id": 25676, "ts": "202 [{"post_id": 25676, "ts": "2026-07-10T02:57:26Z", "hours": 0.7889, "text": "Checks, Routing, BoM, and Github complete! TODO: Website (but thats a when i ship thing) Done This Time: BoM LCSC Parts Shipping Tax calculations README Final routing and silkscreen Check one last time with another person for the schematic"}, {"post_id": 25574, "ts": "2026-07-09T22:11:53Z", "hours": 1.2947, "text": "Routing 100% Complete, +2 LEDs, +2 Resistors. Removed headers for the crystal as it may cause antenna effect and parasitic capacitance."}, {"post_id": 25105, "ts": "2026-07-09T03:01:53Z", "hours": 1.2172, "text": "Routing Complete - Sanity check of PCB w/ someone else required, but DRC passes for now. 1x4 Header Pins *2 also added for debug, added to BoM."}, {"post_id": 24498, "ts": "2026-07-08T02:27:36Z", "hours": 0.4167, "text": "Routing - General smaller components like inductors and USB done (Schematic shown, this part done on PCB)"}, {"post_id": 19745, "ts": "2026-07-01T04:10:54Z", "hours": 1.15, "text": "Schematic First Revision Schematic generally has been completed. However it is NOT double checked for mistakes. Includes RPi Hardware Design with RP2350 Chapters: 2.1, 2.2 (Labeled as 2.1.1, will be fixed next rev), 2.2.1 Chapter 3 NOT included as RP2354B has an integrated 2MB flash. Every pin but QSPI_SS (because of BOOTSEL) is No-Connected 4 5.1, 5.2, 5.3, 5.4 To do: Check w/ “Appendix B” for RP2350B-based designs, check entire chapters again, check for netmistakes, double check with someone else, PCB design according to the entire design manual, and add LCSC links to blank generic 0603 passives"}, {"post_id": 19698, "ts": "2026-07-01T02:46:50Z", "hours": 0.5836, "text": "Parts Selection Specific Parts Researched and Linked (i.e. MCU, crystal), Passives Listed. Done based off the RP2350 Hardware Design Guide at https://pip-assets.raspberrypi.com/categories/1214-rp2350/documents/RP-008280-DS-1-hardware-design-with-rp2350.pdf (from RPi) https://docs.google.com/spreadsheets/d/1VJ5swNQpICA2gBh6UuN4pqoeGnM9Ii7ZICx3vqN7FYg is the current uptodate BoM."}]...
|
Title: RP2354B Testboard by @ko6lvm | Stardance
D Title: RP2354B Testboard by @ko6lvm | Stardance
Devlogs:
Parts Selection Specific Parts Researched and Linked (i.e. MCU, crystal), Passives Listed. Done based off the RP2350 Hardware Design Guide at https://pip-assets.raspberrypi.com/categories/1214-rp2350/documents/RP-008280-DS-1-hardware-design-with-rp2350.pdf (from RPi) https://docs.google.com/spreadsheets/d/1VJ5swNQpICA2gBh6UuN4pqoeGnM9Ii7ZICx3vqN7FYg is the current uptodate BoM.
Schematic First Revision Schematic generally has been completed. However it is NOT double checked for mistakes. Includes RPi Hardware Design with RP2350 Chapters: 2.1, 2.2 (Labeled as 2.1.1, will be fixed next rev), 2.2.1 Chapter 3 NOT included as RP2354B has an integrated 2MB flash. Every pin but QSPI_SS (because of BOOTSEL) is No-Connected 4 5.1, 5.2, 5.3, 5.4 To do: Check w/ “Appendix B” for RP2350B-based designs, check entire chapters again, check for netmistakes, double check with someone else, PCB design according to the entire design manual, and add LCSC links to blank generic 0603 passives
Routing - General smaller components like inductors and USB done (Schematic shown, this part done on PCB)
Routing Complete - Sanity check of PCB w/ someone else required, but DRC passes for now. 1x4 Header Pins *2 also added for debug, added to BoM.
Routing 100% Complete, +2 LEDs, +2 Resistors. Removed headers for the crystal as it may cause antenna effect and parasitic capacitance.
Checks, Routing, BoM, and Github complete! TODO: Website (but thats a when i ship thing) Done This Time: BoM LCSC Parts Shipping Tax calculations README Final routing and silkscreen Check one last time with another person for the schematic...
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1792741689.8502536
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1793346489.8502536
|
|
3784
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My awesome macropad! by @ksd | Stardance
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ksd
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @ksd | Stardance
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1792680592.6834276
|
1793285392.6834276
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3785
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My first slack bot! by @ksd | Stardance
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ksd
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0
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0.0
|
0
|
[]
|
[]
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Title: My first slack bot! by @ksd | Stardance
|
1792695186.3849697
|
1793299986.3849697
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3786
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My awesome macropad! by @Hi_man | Stardance
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Hi_man
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0
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0.0
|
0
|
[]
|
[]
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Title: My awesome macropad! by @Hi_man | Stardance
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1792615925.4196887
|
1793220725.4196887
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3787
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Video game by @cartertreustephenson | Stardance
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cartertreustephenson
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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: Video game by @cartertreustephenson | Stard Title: Video game by @cartertreustephenson | Stardance...
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1792799557.2198777
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1793404357.2198777
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3788
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Life Dashboard by @a4aaravjain | Stardance
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a4aaravjain
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0
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0.0
|
0
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[]
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[]
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Title: Life Dashboard by @a4aaravjain | Stardance
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1792583635.3081887
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1793188435.3081887
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3789
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My awesome macropad! by @Peppermint | Stardance
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Peppermint
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Peppermint | Stard Title: My awesome macropad! by @Peppermint | Stardance...
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1792785168.3786266
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1793389968.3786266
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3790
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Untitled project by @DarshanGirishKumar | Stardanc Untitled project by @DarshanGirishKumar | Stardance...
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DarshanGirishKumar
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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 @DarshanGirishKumar | S Title: Untitled project by @DarshanGirishKumar | Stardance...
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1792752776.156515
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1793357576.156515
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3791
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My first slack bot! by @nidhip1 | Stardance
|
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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Title: My first slack bot! by @nidhip1 | Stardance
|
1792677143.1146417
|
1793281943.1146417
|
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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...
|
justinjingle23
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0
|
2.25
|
0
|
[]
|
[{"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"}]...
|
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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1792601586.2255788
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1793206386.2255788
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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
|
0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @siddd | Stardance
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1792799543.236344
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1793404343.236344
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|
3794
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RTX Minecraft Shader by @DubbsPi | Stardance
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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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My awesome macropad! by @Jaws | Stardance
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Title: My awesome macropad! by @Jaws | Stardance
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Tutor AI by @derped | Stardance
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Title: Tutor AI by @derped | Stardance
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My awesome macropad! by @nethrapattu | Stardance
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Title: My awesome macropad! by @nethrapattu | Star Title: My awesome macropad! by @nethrapattu | Stardance...
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Title: PinkScout by @benjamin_kuzmik | Stardance
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My first slack bot! by @Willow | Stardance
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Title: My first slack bot! by @Willow | Stardance
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My awesome macropad! by @Trinexty | Stardance
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Title: My awesome macropad! by @Trinexty | Stardan Title: My awesome macropad! by @Trinexty | Stardance...
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