Garrison Cahyadi
banner
capttatsu.com
Garrison Cahyadi
@capttatsu.com
140 followers 29 following 99 posts
That dragon-goblin guy who does a bit of code and art. Game Programmer @togeproductions.bsky.social https://capttatsu.com
Posts Media Videos Starter Packs
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.
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.
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.
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.
Adding per-vertex shading as well as several debug rendering modes such as UV, normals, vertex color, and per-material random color.
In my case, I do because I only do "low" detail cartoony stuff.
Having multiple art style is definitely valid. But if you're looking for your "definitive" style, maybe pick whichever you do the most or most comfortable with.
Tried shoving Sponza to my software renderer.
Single digit fps aside, I'm happy with my obj parser loading the model successfully~
Monospaced bitmap text rendering with homemade pixel font~
My software renderer could render opaque stuff only. But now, it can do alpha clipping and transparency with back to front sorting :)
Didn't expect to see this while I'm making a software renderer too. This looks great!
Felt like adding some primitives, also my first time making procedural UV sphere :)
Wireframe! Old implementation uses point clipping, switched to line clipping so lines outside of the screen won't be calculated.
Worked on my software renderer again after leaving it be for months. Optimized the buffer clearing & uv calculation and it runs around 30% faster now.
My condolences on what happened to your account.
I wish you have a good time here and hopefully your account get recovered eventually.
update: reuploaded. if you downloaded v10.0 before this message, please redownload.
for context, i added TAA jitter to entity shadow but it ended up applied to entities too. this should be fixed now.
Looks like I'll have to reupload v10.0 ;-;
BSL v10.0 is out! Voxel based colored blocklight, nether & end portal parallax, moon phase lighting, and more!
Updating from v10.0p1 is highly recommended as it fixes several issues.
Download and read the changelog at : capttatsu.com/bslshaders/
BSL Shaders v10.0 preview 1 is now available!
Download and read the changelog at : capttatsu.com/bslshaders/
#Minecraft #BSLShaders
Update: this will be enabled by default.
I'm adding an option which will allow moon phase to affect night lighting.
#Minecraft #BSLShaders
Reworked BSL's end portal shader to use parallax layers and vanilla-like color palette.
#Minecraft #BSLShaders
Joining "parallax on nether portal" gang.
#Minecraft #BSLShaders
Made some adjustments to light shafts so distant underwater rays are more visible now.
Second set of screenshots have caustics enabled.
#Minecraft #BSLShaders