Garrison Cahyadi
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capttatsu.com
Garrison Cahyadi
@capttatsu.com
That dragon-goblin guy who does a bit of code and art.
Game Programmer @togeproductions.bsky.social
https://capttatsu.com
I wrote an unusually "long" post on Patreon, describing my shader dev break and some plans for my shaderpack.
www.patreon.com/posts/143650...
2025 Update | Capt Tatsu
Get more from Capt Tatsu on Patreon
www.patreon.com
November 16, 2025 at 12:55 AM
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.
October 12, 2025 at 1:13 PM
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.
September 21, 2025 at 2:22 PM
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.
August 11, 2025 at 5:01 PM
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.
July 15, 2025 at 10:55 AM
Adding per-vertex shading as well as several debug rendering modes such as UV, normals, vertex color, and per-material random color.
June 6, 2025 at 9:19 AM
Tried shoving Sponza to my software renderer.
Single digit fps aside, I'm happy with my obj parser loading the model successfully~
June 1, 2025 at 2:57 PM
Monospaced bitmap text rendering with homemade pixel font~
June 1, 2025 at 2:00 PM
My software renderer could render opaque stuff only. But now, it can do alpha clipping and transparency with back to front sorting :)
June 1, 2025 at 4:01 AM
Felt like adding some primitives, also my first time making procedural UV sphere :)
May 30, 2025 at 9:12 AM
Wireframe! Old implementation uses point clipping, switched to line clipping so lines outside of the screen won't be calculated.
May 24, 2025 at 12:20 PM
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.
May 22, 2025 at 11:55 AM
Looks like I'll have to reupload v10.0 ;-;
May 10, 2025 at 6:17 AM
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/
May 10, 2025 at 5:07 AM
May 5, 2025 at 1:18 AM
BSL Shaders v10.0 preview 1 is now available!
Download and read the changelog at : capttatsu.com/bslshaders/
#Minecraft #BSLShaders
May 3, 2025 at 3:23 PM
I'm adding an option which will allow moon phase to affect night lighting.
#Minecraft #BSLShaders
May 3, 2025 at 6:25 AM
it's him, he did it!!
#b3d #Blender3d #OriginalCharacter #oc
May 1, 2025 at 5:30 AM
Reworked BSL's end portal shader to use parallax layers and vanilla-like color palette.
#Minecraft #BSLShaders
April 27, 2025 at 12:49 PM
Joining "parallax on nether portal" gang.
#Minecraft #BSLShaders
April 26, 2025 at 1:40 PM
Made some adjustments to light shafts so distant underwater rays are more visible now.
Second set of screenshots have caustics enabled.
#Minecraft #BSLShaders
April 26, 2025 at 1:19 AM
Held blocks will emit unique colored light when colored blocklight is enabled.
#Minecraft #BSLShaders
April 19, 2025 at 7:02 AM
idk why i spent hours on tweaking the retro filter
#Minecraft #BSLShaders
April 13, 2025 at 2:24 PM
I just remembered world curvature is a thing. It looks even better with blocklight fog.
#Minecraft #BSLShaders
April 8, 2025 at 3:20 AM
April 1, 2025 at 11:33 AM