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PorkStudios/FarPlaneTwo: Level-of-Detail renderer in Minecraft. Allows for rende ...

原作者: [db:作者] 来自: 网络 收藏 邀请

开源软件名称(OpenSource Name):

PorkStudios/FarPlaneTwo

开源软件地址(OpenSource Url):

https://github.com/PorkStudios/FarPlaneTwo

开源编程语言(OpenSource Language):

Java 93.9%

开源软件介绍(OpenSource Introduction):

FarPlaneTwo

Build Status GitHub code size in bytes Lines of code Discord Patreon badge

This is a Minecraft mod which implements a Level-of-Detail (LoD) terrain renderer into the game. The name is in reference to Foghrye4's CWGFarPlaneView, which is an addon for CubicWorldGen (which, in turn, is an addon for Cubic Chunks) which renders a plane at sea level with block and biome colors, and served as the original inspiration for me to make this. This mod is a work in progress! If you do decide to download this, don't expect stuff to work correctly because it probably won't.

Remember to Read the FAQ first!

Installation

This is a Forge mod for Minecraft 1.12.2. Other versions WILL be supported in the future.

  1. Install Minecraft Forge for Minecraft 1.12.2.
  2. Download the mod.
  3. Download these dependencies too:

For best results use cubic chunks and cubic world gen and set the world type to custom cubic.

(Cubic Chunks bundles Mixin inside it, so don't use both cubic chunks and mixin together.)

Some of the above pages should look a lot like this:

download1

There can be a lot of links on these pages. Click on the first one underneath "Last Successful Artifacts".

Goals and Motivations

My end goal is to achieve the following:

  • be able to use render distances of at least 100 thousand blocks
  • cause at most a 25% decrease in performance when using my i5-2520M's integrated graphics
  • be compatible with Cubic Chunks
  • be as compatible as reasonably possible with other mods

I have exactly zero concern with doing stuff that is unsafe: for instance, the client-side render tree, which the renderer traverses when deciding which tiles to render each frame, is implemented entirely using off-heap memory.

At some point (once the internals of the mod are more polished) I'll probably write up a big section here describing exactly how a lot of the stuff works.




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