Emily 🌸 @luma.fm · 30/09/2026Pathfinding and Luau scripting also work in this context. The main goal is to have an environment where you can easily work on scripts, cutscenes, puzzles, ... and test them while in build mode (Paper) without having to worry that anything will look different in production (Omni) 131
Emily 🌸 @luma.fm · 30/09/2026Made a bit more progress on Omni (custom server engine for Xenyria) today. This time it's the compatibility layer that allows entities from Omni to function & interact with a Paper server. It's basically a Minecraft server running on top of a Minecraft server. 130
Emily 🌸 @luma.fm · 29/09/2026More complex features like custom biomes, pathfinding, NPCs, entity interactions & physics also seem to work. With all of this out of the way I can finally start working on the last remaining systems before PaintSquad finally gets new content. 030
Emily 🌸 @luma.fm · 29/09/2026Made more progress towards updating to 26.3: This time it's the game server & gateway/proxy server for Xenyria. I've also spent some time on decoupling network update logic from game logic which might come in useful for running PaintSquad at a higher tick rate internally. 130
Emily 🌸 @luma.fm · 27/09/2026Spent the weekend updating Xenon to 26.3. I hope the render code + mixins will survive the next few Minecraft updates this time 120
Emily 🌸 @luma.fm · 25/09/2026Spent this week fixing some of the incompatibilities of Spectrum (Xenyria's shader tool) but its finally functional again. I've also decided to ditch most of the old shader effects from PS 3.0 and instead design something entirely new. 131
Emily 🌸 @luma.fm · 19/09/2026A few hours ago, I managed to get my shader exporter to work again and this is the first in-game result I got. I'm pretty certain this one was related to floating point inaccuracy but I'm not sure. 020
Emily 🌸 @luma.fm · 19/09/2026I'm now updating to 26.3 and decided to start with the most painful part, which is core shaders. I need to work on a lot of things to get everything to fully work again, Mojang has changed a lot in regards to rendering over the last couple releases. 130
Emily 🌸 @luma.fm · 14/09/2026I've also worked on support for animated textures that use frame interpolation (and also corrected a bizarre bug that caused block textures to render horizontally inverted) 020
Emily 🌸 @luma.fm · 14/09/2026worked on sprite & crosshair rendering today :3 (I've set the UI scale to 12 in this example to make the crosshair easier to see in the video) 140
Emily 🌸 @luma.fm · 13/09/2026worked on animated textures today :3 i havent worked on support for emissive blocks which is why the campfire model is darker than it should be 031
Emily 🌸 @luma.fm · 09/09/2026also, in case you're wondering why there is a text shortly before world rendering begins: it's basically a small loading screen i've made at the very start. one of the first things i've worked on in this project was text rendering, so i just used that to make a "DVD logo" style screen 120
Emily 🌸 @luma.fm · 09/09/2026it's finally done. text rendering (both in-UI and in-world) work & debug rendering (lines, boxes) is also functional. to be fair, there was no imminent need of transitioning from OpenGL to Vulkan but I want to avoid technical debt as much as possible going forward (+ i also got to learn a lot) 120
Emily 🌸 @luma.fm · 05/09/2026made some more progress on my vulkan renderer thingy :3 i've worked on wrapper classes for VBOs, UBOs, shaders, texture objects, pipelines and tons of other stuff. oh and most importantly: it finally handles window resizes correctly without crashing 170
Emily 🌸 @luma.fm · 02/09/2026After two very long nights I finally got a somewhat working dummy triangle renderer :3 I'm still getting used to the API but I'm already starting to prefer Vulkan over OpenGL, even if its so much more complex and verbose 190
Emily 🌸 @luma.fm · 12/08/2026this is probably the beefiest server i have ever rented. ironically its a bit cheaper than a new AX102 (7950X3D, 128GB non-ECC) server contract over at Hetzner. its still quite expensive (around 290€ incl. VAT) but sadly necessary for some of the things i want to work on next 130
Emily 🌸 @luma.fm · 03/08/2026today i finally finished working on the first release-ready version of Xenyria's new component library :3 270
Emily 🌸 @luma.fm · 27/07/2026finished implementing the color picker component today :3 i've also spent a lot of time to make sure all of its features can be used without a mouse 020
Emily 🌸 @luma.fm · 23/07/2026still busy working on the svelte component library for Xenyria. i've written tons of component tests this week and ironed out small issues. i also started working on a custom color picker today :3 030
Emily 🌸 @luma.fm · 16/07/2026i've also had to look into how portals work in websites to make the dropdown work in modals. getting to this point took me 2 days and it was quite frustrating at times, but i also feel like that i've learnt a ton of things in regards to frontend development 020
Emily 🌸 @luma.fm · 16/07/2026its not fully done yet. i still need to write a lot of tests & documentation as well as cleaning up the code and style everything to match the other input components. tabbing, filtering and keyboard navigation also works great so far 120
Emily 🌸 @luma.fm · 16/07/2026i spent the last two days building a combobox component. i tried going with shadcn, bits-ui, melt ui and other frameworks first but i couldn't find any way to reliably implement virtual scrolling so i ended up writing my own implementation 160
Emily 🌸 @luma.fm · 14/07/2026worked on a few more components today. most of these are ported from an old UI library from 2024. i had to convert them to svelte 5, but i've also spent a lot of time reworking the code & visuals 130
Emily 🌸 @luma.fm · 13/07/2026i've started working on a component library for xenyria :3 i am not that great at designing things so i'm just taking inspiration from shadcn & the old UI library that was used for xenyria's website. right now my biggest priority is to just make it work, visuals can be tweaked later on 180
Emily 🌸 @luma.fm · 08/07/2026i've also managed to get smooth lighting to work. for testing, i set the skylight level to the y coordinate of each block cell (clamped to 0-15) (for example: every block at Y=4 has a sky light value of 4) it's not 100% accurate but i think it looks quite good 130
Emily 🌸 @luma.fm · 08/07/2026worked on a chunk-to-glb exporter today by reusing the chunk mesh builder from my renderer. i implemented grass & water colors using vertex colors. light levels & ambient occlusion are also baked into the chunk mesh but its not really noticeable since everything is set to full bright in this example 140
Emily 🌸 @luma.fm · 04/07/2026implemented ambient occlusion today :3 the effect is quite more noticeable than in Minecraft but i'm still quite happy with the result 150
Emily 🌸 @luma.fm · 30/06/2026another merch order has hit my bank account (it's for me and my gf this time) 050
Emily 🌸 @luma.fm · 14/05/2026i also got all of the other eeveelutions :3 my favorites (aside from sylveon) are glaceon and vaporeon. we also found and caught articuno and moltres today (zapdos also spawned but we failed to catch it) 140
Emily 🌸 @luma.fm · 11/05/2026i'm currently playing cobblemon on a server with some friends and i managed to get this cutie today :3 (i am also gonna go for all of the remaining eeveelutions) 060
Emily 🌸 @luma.fm · 05/05/2026and lastly, i've also implemented hotkeys to undo/redo the last few actions. actions that happen too quickly after each other (e.g. moving a component or changing a color property) get grouped into a single action. it also works well when multiple users work on the same scene 020
Emily 🌸 @luma.fm · 05/05/2026the box editor UI is pretty similar to the thing i've posted yesterday. just like with bar styles, there's also some validation implemented to prevent users from submitting incorrect configs 120
Emily 🌸 @luma.fm · 05/05/2026finished reimplementing box styles today. i'll be working on the in-game preview & deployment system next 130
Emily 🌸 @luma.fm · 04/05/2026the main use-case here are XP bars & progress bars. it also works in tooltip scenes since it's entirely text-based. additionally there's also some optimization in place to reduce the total amount of sprites that need to be drawn 020
Emily 🌸 @luma.fm · 04/05/2026the most tedious part was creating a editor UI. it's not perfect but i think it's good enough for now 120
Emily 🌸 @luma.fm · 04/05/2026finished re-implementing progress bar styles today. its one of two component types that are generated on-the-fly based on a user-supplied template spritesheet. aside from some smaller features, the only major thing missing is support for box components 250
Emily 🌸 @luma.fm · 02/05/2026atp i'm about 70% done with the inventory designer module for spotlight. i hope to finish the last remaining features next week, after that i'm probably gonna work on the translation editor (or maybe i'm just gonna take one week off) 020
Emily 🌸 @luma.fm · 02/05/2026tooltip scenes are basically a trimmed down version of regular inventory scenes. using items is obviously not possible in this context but anything that utilizes fonts works fine 120
Emily 🌸 @luma.fm · 02/05/2026finished implementing tooltips & item rendering today. sprite animations are now implemented as well 130
Emily 🌸 @luma.fm · 21/04/2026i've finished porting over the rendering code. a lot of things like the component editor, mouse & keyboard controls, hotkeys, edit history, ... are still missing however 120
Emily 🌸 @luma.fm · 20/04/2026i've worked on a font importer feature today along with some more behind-the-scenes improvements. the next huge milestone will be reimplementing the visual gui editor (i hope to get that done in the next few days) :3 030
Emily 🌸 @luma.fm · 19/04/2026I've been working on a web app for the last few weeks, it's basically a web GUI for configuring project files for Xenyria (in this case it's the module responsible for custom inventory UIs, fonts, sprites, ...) 140