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THEbluefirestudios

@THEbluefirestudios

Joined June 6th, 2026

  • 31Devlogs
  • 5Projects
  • 2Ships
  • 30Votes
Yo, I'm Aarav, going under the alias of BlueFireStudios, I'm a 13 yo programmer who just codes whatever he wnats, see my GitHub at: https://github.com/THEbluefirestudios
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1h 23m 58s logged

Did a BIG one today


This is HyprPhotos, a basic, yet fast photo editor, crop images by just clicking on 2 points, rotate, sharpen, upscale, downscale and do so much more in a very short timespan!

It just uses PILs built in functions really, so it wasn’t hard to make the functioning for, and ik the UI looks bad ok


baiiiiii

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30m 46s logged

HyprPicker is done!


Its yet again, an I had built before, just had to do some improvements like giving it system tray functionality via pystray, and giving it toast messages and a nice hovering tooltip ( the screenshot ) so that it dosent just give no feedback that it is working.

If you are wondering how it works, I just take a screenshot of the full screen, make a tkinter fullscreen window that forces focus, use mouse coords and PIL to get the color at a particular coord, and the entire actual GUI the user sees is just 2 toasts, one spawned at the mouse previewing color and hex code, and a toast showing that the hex code was copied to clipboard


As of now, I’m making basic icons with PIL again, but I will surely replace them!


baiiiiiiiiiiiiiii

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23m 35s logged

Hyprtools - Web apps is complete, alongside voice typing!


The HyprVoice was almost done yesterday, I just needed to add a Tkinter GUI.

As for web apps, it was a completely finished app I made a while ago, so I just had to rebrand it a little with the courier font and - HyprTools in the titlebar.


Thats it for the day!

baiiiiiiiiii

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1h 18m 30s logged

Today i made the backend for the voice typing ‘HyprVoice’


It just uses the python lib speech recognition so it wasnt that bad, but….. I spent SOOOOOOOOOOOO long debugging it because it couldn’t actually recognise…..

and then I realised my microphone wire got pulled off.


bye. (i feel ashamed)

(The image is how I plan to make the GUI.)

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1h 30m 33s logged

Pretend to type is now TypeGhost!


Its a better name tbh, as for its features, you can set a typing speed, and % change for a spelling error, when the ‘ghost’ accidentally presses an adjacent key, hits backspace, and corrects itself.


There are 3 modes:

Boilerplate : For repetitive paragraphs, or statements
Code : For code snippets, it ‘thinks’ for a while after opening brackets or hitting enter. It also strips off tab-spaces as IDEs usually autoindent.
Essay : For well… essays and large paras of English text, pauses after full stop, excalamation mark, question mark to ‘think’ and also after paragraphs (newlines)


baiii for today! :yay:

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42m 43s logged

YESS, vry usefule


Today I made the Fileconverter, simple enough, as of now, it supports these filetypes

cat_exts = { #cats such a cute shortform for 'category' ^owo^ 
'image': ['jpg', 'jpeg', 'png', 'webp', 'bmp', 'gif', 'ico', 'tiff'],    
'audio': ['mp3', 'wav', 'flac', 'ogg', 'aac', 'm4a', 'wma'],
'video': ['mp4', 'mkv', 'webm', 'avi', 'mov', 'flv', 'wmv'],}

…and it just works, what can I say?


baiiiiii :yay:

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37m 54s logged

Its time i work on this again:


Today I just spent some time making the terminal command generator, as of now, it supports
 'shutdown', 'echo', 'cd', 'ping', 'mkdir', 'del', 'copy', 'ipconfig',    'dir', 'cls', 'tasklist', 'taskkill', 'netstat', 'systeminfo',    'whoami', 'tree', 'xcopy', 'timeout', 'start', 'attrib', commands, I should add more but this is it as of now!


d=====( ̄▽ ̄*)b

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Ship

An optimized set of shaders for Minecraft, runs great and looks great!

The idea for this shader was inspired by @ahnafiscool 's essentials shader!

I definitely had my hurdles throught this project, they are all documented in the devlogs! (its kinda embarrasing tho).

FEATURES:
________________________________________________________________________

- Nice, smooth shadows, colored shaows, and PCF blur!
- Godrays, that don't fry your GPU
- Optimized so much, I can set shadow map resolution to 2048 and still have 120+ FPS! (I use GTX 1060 btw)
- Block outlines!
- FXAA antialiasing!
________________________________________________________________________

CREDITS:
________________________________________________________________________

- @ahnafiscool for the very initial idea for the shader!
- @IGoByLotsOfNames on youtube for the godrays method!
- SuperDuperVanilla for code referncing!
- Lumen and Iris guides for the initial development stages!
________________________________________________________________________

THANK YOU d=====( ̄▽ ̄*)b
________________________________________________________________________
Made with ╰(*°▽°*)╯by BlueFireStudios.

  • 7 devlogs
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  • 11.30x multiplier
  • 119 Stardust
Try project → See source code →
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23m 32s logged

Small day today also:


  • Fixed a transaparent bug with tile entities
  • Fixed weird shadows on water

I’m officially done with this project! ; - ]


For the ones out there, thanks for following my development! ☆: .。. o(≧▽≦)o .。.:


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24m 8s logged

Didn’t do a lot today actually, coz of yesterday’s disaster. (iykyk) T_T


Just added some optimizations to my shader (mainly having to do with ‘Don’t compute this if its far away’), which is rather effective! As seen in the image (sry for low quality : ( ), i am able to get 120+ FPS on shadowMapResolution set to 2048, which is regarded as an FPS killer. I am impressed! :0


Thanks for reading, byeeeeeeeeeeee!


P.S. : btw, should i ship?


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1h 40m 15s logged

This was a disaster…

I tried optimizing my shader by rendering the shadowmap every other frame, and now i got another flickery mess. I tried removing it and now I have errors on errors, on errors:

shadow_sodium_terrain_solid: shadow_sodium_terrain_solid: 0(42) : error C5052: gl_MultiTexCoord0 is not accessible in this profile 0(42) : error C7616: global variable gl_MultiTexCoord0 is removed after version 140 0(42) : error C7565: assignment to varying 'texcoord' 0(43) : error C7565: assignment to varying 'glcolor' 0(44) : error C5052: gl_Position is not accessible in this profile 0(44) : error C1503: undefined variable "iris_ftransform" 0(45) : error C5052: gl_Position is not accessible in this profile 0(45) : error C1503: undefined variable "distortShadowClipPos" 0(45) : error C5052: gl_Position is not accessible in this profile 0(46) : error C1503: undefined variable "iris_Entity" 0(47) : error C5052: gl_Position is not accessible in this profile 0(49) : error C1503: undefined variable "frameCounter" 0(50) : error C5052: gl_Position is not accessible in this profile

I had to revert everything, and now I have met a new bug…

sighs

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55m 24s logged

Nice! Today I did a lot of stuff, so I’ll just paste the changelog from GitHub’s latest release, v1.4:

CHANGELOG

  • Added customization for cloud transparency
  • Excluded clouds from the block outlines, due to visual artifacting
  • Added customization for shadow distance
  • Tweaked FXAA edge detection values a bit :)

And thats it for the day! I have hit a wall as for what I want to add so if you have any suggestions, please consider writing something in the comments!

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38m 26s logged

Finally I started working on this again, I am currently working on other features like the Game prioritize, and made ASCII camera more customised and performant! Not a lot of coding as I distributed my time between Candela Shaders and Hyprtools

(image unrelated)

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31m 54s logged

I tried adding FXAA today, my implemenatation dosen,t seem to work….., infact it seems to have destroyed my whole shader? Ehh I’ll do it tomorrow, I have to study for exams also (sry for short devlog)

byeeeeeee….

(also for clarification i’m working on FXAA in a seperate shader then I will merge, I have a another QOL shader idea which can use my FXAA lib)

now byeeee….

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6h 9m 21s logged

The original time for making the shader + 20 minutes on rewriting common.glsl and outline.glsl, they were originally just copypasted from SupderDuperVanilla shader, so to avoid legal schmeckadoo, I rewrote them, wasn,t hard.

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1h 6m 35s logged

So I am now working on the Pretend to Type autotyper (it needs a better name ik) and you don’t konow how much it escalated, just for some pretend typing, i made functions for calculating distance between keys on a keyboard, a function to do spelling mistakes/fat fingering on purpose, it detects the current window to strip chars like \t if the curent window is an IDE, AND I decided to put a hard deadline of the 31st of July. I’m so cooked.

Also due to copyright, bureaucracy, my incompetence in writing production-ready code, and my refusal to use AI, the features: Desktop Pet, HyprSearch, and ffmpeg GUI will not come in HyprTools.

I’m sorry :(((

(image unrelated)

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44m 53s logged

Aaandd. I’m done with the ASCII Camera!
Its really jank - you need to open the app, click start, the set the app as a window capture source in OBS, then turn on virtual camera, and then can you use the ASCII camera effect in your desired use case, its also fully local so very laggy, but this is the best I can do as pyvirtualcam refuses to work on my PC

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1h 33m 49s logged

I added the image to ASCII feature (sample below) and its really nice! Consequentially I am also working on the ASCII camera feature but thats going rough….. Hope I dont die from caffiene overdose…. and now I shall continue to work on it.

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