Garrison Cahyadi
@capttatsu
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That dragon-goblin guy who does a bit of code and art. Game Programmer @togeproductions 🦋 Bluesky: https://t.co/bUMqWu3DhG
Tangerang, Indonesia
Joined February 2014
BSL v10.1 is out! Voxy support, enhanced Distant Horizons support, grass bending from older BSL, and more! Updating from v10.1p1 is highly recommended. Download and read the changelog at : https://t.co/XGNtsx2ofO
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BSL Shaders v10.1 preview 1 is now available! Download and read the changelog at : https://t.co/Qv63Q5WX0S
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BSL Shaders is getting voxy support! Distant Horizons support is being improved too, and most importantly... LoD chunks from both mods are getting screen space shadows!! I'm planning to release an update around this/next week.
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BSL Shaders is getting voxy support! Distant Horizons support is being improved too, and most importantly... LoD chunks from both mods are getting screen space shadows!! I'm planning to release an update around this/next week.
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皆様ご回答&素敵アイデア超多謝です! めちゃ参考になります! 各廃墟をちょっとずつ作ってみようと思います! まずは軍事基地の廃墟にボス、宝箱、モブ沸き を作ってみました、いい…! あとは、ボス君までのギミックアイデアを募集中です! 宝箱から歴史メモを収集→全部集まったらボス戦みたいな
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I wrote an unusually "long" post on Patreon, describing my shader dev break and some plans for my shaderpack. https://t.co/yssi8A2zrs
patreon.com
Get more from Capt Tatsu on Patreon
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Finally got the time to paint stuff, the weather wasn't great lately until yesterday. Looks kind of ok for my first try, but I'll have to repaint the horns because the paint on the back chipped off somehow.
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There's no way I'm finishing this before October but maybe that's fine >_> Restarted again 2 weeks ago because it's too heavy and still too big, at least it's almost ready for paint now. I'll try painting a failed part first for practice, as doing it straight away is very risky.
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I ended up starting over again with the printed head, whoops... This attempt looks much more promising though, I hope I can finish it before October.
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So... I tried 3D printing for the last few weeks. I hope it looks good once it's finished. In case it doesn't, another attempt won't be that bad since I restarted twice already.
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Adding per-vertex shading as well as several debug rendering modes such as UV, normals, vertex color, and per-material random color.
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Tried shoving Sponza to my software renderer. Single digit fps aside, I'm happy with my obj parser loading the model successfully~
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Monospaced bitmap text rendering with homemade pixel font~
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My software renderer could render opaque stuff only. But now, it can do alpha clipping and transparency with back to front sorting :)
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Felt like adding some primitives, also my first time making procedural UV sphere :)
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Wireframe! Old implementation uses point clipping, switched to line clipping so lines outside of the screen won't be calculated.
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