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bartoszkasyna

@bartoszkasyna

Joined June 1st, 2026

  • 102Devlogs
  • 6Projects
  • 5Ships
  • 83Votes
I am 18 YO student from Poland. I'm into AI and game develompment. Check this project - Minerust
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Reposted by @bartoszkasyna

5h 43m 42s logged

I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good

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5h 43m 42s logged

I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good

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1
267
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Reposted by @bartoszkasyna

8h 6m 6s logged

I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage.

PS. It might be much more optimize than normal water.

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8h 6m 6s logged

I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage.

PS. It might be much more optimize than normal water.

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172
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Reposted by @bartoszkasyna

6h 32m 28s logged

I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode

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6h 32m 28s logged

I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode

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1
228
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Reposted by @bartoszkasyna

7h 8m 40s logged

I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little.

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7h 8m 40s logged

I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little.

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271
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6h 52m 28s logged

I was working on finishing render graph. I also optimized editor - in huge scenes it will have more stable 60FPS. I optimized game mode - 1% low are higher now

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8h 1m 38s logged

I was mainly working on models and textures compression. Textures are now compressed into BC7 format. I also added remdergraph so user dont have to make it manually.

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7h 57m 16s logged

Today I was working on game optimatization and little shadows improvements. I was mainly working on game profiler as you can see in the image

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9h 40m 40s logged

Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly

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Reposted by @bartoszkasyna

2h 18m 57s logged

I finished creating inventiry system. I also fixed bug- Some subchunks was missing if HiZ culling culled them before they were generated. After this short 3 days break into this project I’m shipping it and going back to my main one.

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Ship

I made Minecraft clone in rust using wgpu. Currently game is more like voxel engine. I was mainly focused on game optimatization. Release veriosn has render distance 32 achieving 300FPS on rtx 3050 4GB laptop edition consuming only 0.8GB of VRAM and 430MB of RAM. With high end CPU it can easily handle render distance 128 usinf only 1.5GB VRAM and 1.7GB RAM.

  • 7 devlogs
  • 28h
  • 11.52x multiplier
  • 318 Stardust
Try project → See source code →
Open comments for this post

2h 18m 57s logged

I finished creating inventiry system. I also fixed bug- Some subchunks was missing if HiZ culling culled them before they were generated. After this short 3 days break into this project I’m shipping it and going back to my main one.

0
1
156
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