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bartoszkasyna

@bartoszkasyna

Joined June 1st, 2026

  • 95Devlogs
  • 6Projects
  • 5Ships
  • 81Votes
I am 18 YO student from Poland. I'm into AI and game develompment. Check this project - Minerust
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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 →
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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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Reposted by @bartoszkasyna

4h 35m 52s logged

Today I was mainly working on game optimatization and code quality. I also started implementing Inventory system. Currently broken blocks drops into ground and rotate, like in minecraft

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4h 35m 52s logged

Today I was mainly working on game optimatization and code quality. I also started implementing Inventory system. Currently broken blocks drops into ground and rotate, like in minecraft

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142
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Reposted by @bartoszkasyna

5h 59m 42s logged

Today I was working on new terrain system and optimatization. On te image is world with render distance 128 - unfortunettly its not fully loaded beacuse it takes ages to load 66k chunks. Game preallocates required memory. This world requires ONLY 1.5GB VRAM and 1.2GB RAM. Vanilla minecraft runs 120FPS with render distance 16 on my laptop while my game runs 30FPS with render distance 128 which is 65992 chunks more. minecraft basiccly render 1.6% of what my engine can do.

Keep in mind that i have rtx 3050 4GB laptop

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5h 59m 42s logged

Today I was working on new terrain system and optimatization. On te image is world with render distance 128 - unfortunettly its not fully loaded beacuse it takes ages to load 66k chunks. Game preallocates required memory. This world requires ONLY 1.5GB VRAM and 1.2GB RAM. Vanilla minecraft runs 120FPS with render distance 16 on my laptop while my game runs 30FPS with render distance 128 which is 65992 chunks more. minecraft basiccly render 1.6% of what my engine can do.

Keep in mind that i have rtx 3050 4GB laptop

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Reposted by @bartoszkasyna

4h 40m 41s logged

I came back to the project because I don’t like doing only one project at a time. My goal is to make simple Minecraft clone but much more optimized. On the image you can see 64x64 chunks world - that means 128 chunks long and wide. It only uses 1.6GB of RAM, 4% CPU, 2GB of VRAM. It handle stable 120FPS on my rtx 3050 4GB latpop. Orginal minecraft have 120FPS with render distance 16.

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4h 40m 41s logged

I came back to the project because I don’t like doing only one project at a time. My goal is to make simple Minecraft clone but much more optimized. On the image you can see 64x64 chunks world - that means 128 chunks long and wide. It only uses 1.6GB of RAM, 4% CPU, 2GB of VRAM. It handle stable 120FPS on my rtx 3050 4GB latpop. Orginal minecraft have 120FPS with render distance 16.

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Reposted by @bartoszkasyna

5h 37m 39s logged

I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout

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5h 37m 39s logged

I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout

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6h 7m 49s logged

Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode.

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