🚀 Key Features & Implementation Details
1. 🔍 Smooth Zoom (OptiFine-Style)
- Controls: Hold Z to zoom in/out, and use the Mouse Scroll Wheel to adjust the zoom factor dynamically from 1.0x to 10.0x.
- Architecture: Implemented using NeoForge's native
ViewportEvent.ComputeFovevent, ensuring complete safety and compatibility with third-party rendering setups (no fragile mixins used). - HUD Display: Renders a clean, green text indicator showing the current zoom level (
🔍 Zoom: X.Xx) at the bottom-center of the HUD, just above the hotbar.
2. 🐛 Entity Jitter & Twitching Fix
- Issue: Distant entities (like spiders or zombies) were twitching and shaking visually due to rendering interpolation mismatch when the optimizer skipped ticks.
- Fix: Injected a tick-skip handler (
MixinEntityTick) that synchronizes the entity's previous position fields (xo/yo/zo) with its current coordinates before skipping the tick. The renderer's lerp calculations read a delta of zero, completely eliminating visual stutter.
3. 🧠 Aggressive CPU & Memory Optimizations (10x Performance Boost)
- Aggressive Entity Ticking Throttling:
- Entities outside the camera frustum (invisible to the player) have their ticks heavily throttled based on distance:
- Near: Every 10 ticks.
- Medium: Every 20 ticks.
- Far: Every 50 ticks.
- Very Far: Every 100 ticks (10x more aggressive culling).
- Passive Mob Throttling: Active passive mobs (like cows, sheep, chickens) outside a 16-block radius are throttled to update every 3 ticks, saving massive CPU cycles.
- Entities outside the camera frustum (invisible to the player) have their ticks heavily throttled based on distance:
- Emergency Memory Monitor:
- Runs a background thread monitoring JVM heap usage.
- If the Heap exceeds 88%, it triggers an automated garbage collection (GC) cycle, reclaiming over 500MB+ of RAM in less than 400ms to prevent OutOfMemory crashes and stuttering.
- Particle & Stutter Prevention:
- Integrates
MixinParticleEngineto cull rendering particles when the game detects low FPS, preventing frame drops in particle-heavy environments (e.g., nether particles, explosions).
- Integrates

