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cskartikey

@cskartikey ⚡

Joined April 19th, 2026

  • 3Devlogs
  • 2Projects
  • 1Ships
  • 2Votes
sir?
Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

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23h 8m 9s logged

I think we now support multiple attachments!? (well, we always did.. it’s just complicated)

and holy I need to work on this composer

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Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

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Reposted by @cskartikey

6h 5m 44s logged

spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back.

the old opengl renderer used a three shader setup:

  • a coverage shader (establishes positions and colors of each cloud cube)
  • a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties)
  • a depth shader (changes the transparency for each pixel based on how many cubes are overlapping)

…wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff

right now i have just one fragment shader and one vertex shader, basically the rendering setup possible.

hopefully i don’t need anything else, considering i’m literally drawing just cubes…

p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac

p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)

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this is fire stuff 🔥

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6h 21m 44s logged

I’ve started work on the 3d engine for the game I’ll be making. For the first day, I’ve implemented cascaded shadow maps where there are multiple shadow maps taken at different distances to create a hierarchy of resolution. And I’ve also implemented blinn phong shading. I plan to change this to a PBR pipeline later down the road.

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