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ʟᴏᴠᴇs ᴄᴏᴅɪɴɢ ᴀɴᴅ ᴅʀᴀᴡɪɴɢ. ᴘʀᴏғɪʟᴇ ᴘɪᴄᴛᴜʀᴇ @m_mugs ʜᴇᴀᴅᴇʀ ᴘɪᴄᴛᴜʀᴇ @RaPOP2340 ᴀʟᴛ ᴀᴄᴄᴏᴜɴᴛ @NewPandaAlt

Joined June 2020
Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)Photo by Newfolder (@NewPandaGames)
red pnada
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お菓子をもらえたフェリちゃん
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𝚂𝚝𝚘𝚛𝚢𝚝𝚎𝚕𝚕𝚒𝚗𝚐
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요즘 x에서 음식이 나올때마다 댓글에 일본산 너구리들이 바글바글거리는데 뭔가 귀여워서 그린 그림
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リオリナ兄妹とノエル君
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ユエくん出来た〜! 僕がスタッフしてるグループさんの要素もあるから探してみてね〜
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仕事終わりOL灰島さんと深夜のコンビニで遭遇…
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Next Fest
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This is not Minecraft. This is VRChat. And no it's not "another minecraft vrchat world" this is actually 100% accurate. 10 chunks of render distance. A stable 280 FPS in my tests. Just 32 draw calls. And no, it’s not “vibecoded.” I ported Minecraft 26.3’s terrain noise generator to run entirely in a GPU shader. Each player generates the chunks locally, while Udon handles collision, block placement logic, and tracking which blocks players place or remove. Will I ever make a full Minecraft port for VRChat? Maybe, if I find the time! I’ve been a Minecraft Java modder for 7 years, with over 25 million downloads on my CurseForge profile. Porting Minecraft to C# has always been a dream of mine, and this is a first step toward it. Udon makes that difficult in quite a few places. Terrain features like tree trunks, villages, and other structures are still a challenge, and I haven’t found a way to generate all of them entirely in a GPU shader yet. But Minecraft terrain running through a shader inside VRChat? That’s already a pretty good start. #VRChat #VRChat_world #Udon #Minecraft #Port
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ムルルのマンガです #VRC漫画
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EasyCarrySystemの無料サンプルを追加しました 【傘】です モデル、ギミック共に拘った一品ですので、 是非触ってみてください~ EasyCarrySystemと傘のサンプルはこちらから! セールも今日までです serre.booth.pm/items/8923722 #VRChat #EasyCarrySystem
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Commission work 127 !🐟💛
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ねこじた
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듀오링고ㅠ미쳤낰ㅋㅋㅋㅋㅋㅋㅋ
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うわぁぁぁかわいいいい💕
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