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GFBS: glTF

A glTF, GLB, and OBJ model runtime for Minecraft Forge 1.20.1, featuring animation playback, PBR material support, and APIs for mod developers.
Damaged Helmet PBR test in Minecraft Forge 1.20.1 via GFBS-glTF, using Rethinking Voxels shaders.

Model: theblueturtle_ (CC BY-NC 4.0); glTF: ctxwing (CC BY 4.0).
Source: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/DamagedHelmet

Damaged Helmet PBR test in Minecraft Forge 1.20.1 via GFBS-glTF, using Rethinking Voxels shaders. Model: theblueturtle_ (CC BY-NC 4.0); glTF: ctxwing (CC BY 4.0). Source: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/DamagedHelmet

Damaged Helmet PBR test in Minecraft Forge 1.20.1 via GFBS-glTF, using Rethinking Voxels shaders.

Model: theblueturtle_ (CC BY-NC 4.0); glTF: ctxwing (CC BY 4.0).
Source: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/DamagedHelmet

Damaged Helmet PBR test in Minecraft Forge 1.20.1 via GFBS-glTF, using Rethinking Voxels shaders. Model: theblueturtle_ (CC BY-NC 4.0); glTF: ctxwing (CC BY 4.0). Source: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/DamagedHelmet

2026-11-07-231817 (wecompress.com).png

2026-11-07-231817 (wecompress.com).png

Description

GFBS: glTF

GFBS: glTF is a free, open-source 3D model runtime and development library for Minecraft Forge, designed to bring advanced glTF rendering, animation, materials, and model control into Minecraft.

Supporting glTF 2.0, GLB, and OBJ/MTL, the library provides high-performance model rendering, animation playback, server-authoritative synchronization, runtime material customization, and comprehensive node control through a reusable Java API.

Originally developed for GFBS: Main, GFBS: glTF is also available as an independent library for other Minecraft mods.

Features

Model Loading and Rendering

  • Support for glTF 2.0, GLB, and OBJ/MTL models.
  • Asynchronous model loading, caching, and resource reload support.
  • Support for skinned meshes, morph targets, vertex colors, and multiple UV sets.
  • GPU-resident geometry rendering with shared mesh resources.
  • BVH-based scene culling and optimized visibility selection for large models.
  • Spatial triangle culling for eligible large rigid meshes.
  • Configurable rendering distance, frustum culling, and optional occlusion culling.
  • Automatic scene preparation and optimized rendering resource management.
  • Lazy texture uploads and automatic cleanup of unused GPU resources.
  • Optimized batching for small model primitives.
  • Support for rigid EXT_mesh_gpu_instancing models with individually controllable instance nodes.
  • Static block and item model integration.

Animation and Synchronization

  • Animation playback, pausing, seeking, looping, and smooth transitions.
  • Animation blending, layers, masks, and custom animation events.
  • Support for skeletal animations and morph target animations.
  • Server-authoritative multiplayer animation synchronization.
  • Tick-independent animation timelines with latency compensation.
  • Smooth synchronization correction and continuous client-side playback.
  • Support for entities, block entities, and custom rendering targets.

Materials and Shaders

  • Full glTF metallic-roughness PBR material support.
  • Native LabPBR 1.3 material support.
  • Support for packed normal and specular textures.
  • Support for normal mapping, ambient occlusion, height maps, smoothness, metal IDs, reflectance, porosity, subsurface scattering channels, and emission.
  • Automatic conversion of standard glTF PBR materials into compatible LabPBR texture data.
  • Advanced material baking with independent UV mapping, repeated texture UV handling, and configurable quality settings.
  • Runtime material switching, variants, and individual property overrides.
  • PBR, Unlit, and Neon shading modes.
  • Automatic LabPBR texture generation for compatible static block and item models, including per-pixel emission masks from independent emissive textures.
  • Integration with supported Oculus/Iris shader environments.
  • Improved shader pipeline compatibility, including entity rendering, tangent data, and shadow passes.
  • Improved material handling, normal transformation, transparency, and texture sampling.
  • Optional shader-pack shadow frustum integration.

Shader Compatibility: Some advanced LabPBR effects depend on the active shader pack and its configuration. GFBS: glTF does not require Embeddium, Oculus, or Iris to function. Static baked models support LabPBR-based emission with compatible shader packs, while dynamic rendering provides an independent emissive rendering pass.

Performance and Optimization

  • Optimized for large-scale scenes containing thousands of model nodes.
  • Shared scene spatial indexes to reduce unnecessary rendering work.
  • Efficient transform updates that avoid recalculating unaffected node hierarchies.
  • On-demand allocation of runtime node, primitive, and animation state.
  • Shared GPU geometry buffers for repeated mesh resources.
  • Configurable GPU resource budgets and automatic cache eviction.
  • Reduced CPU overhead for rendering large numbers of model instances.
  • Background scene preparation to reduce first-render overhead.
  • Optimized resource loading with configurable memory and model complexity limits.

Runtime Model Control

  • Runtime node transformation, rotation, scaling, and visibility control.
  • Node lookup by index, name, or hierarchy path.
  • Model-space node placement and independent transform overrides.
  • Per-node and per-primitive material customization.
  • Node-level rendering, shadow, and collision settings.
  • Runtime animation and morph target control.
  • Optional model collision detection and voxel-based collision handling.

Developer Integration

  • Reusable Java API for model loading, rendering, animation, and synchronization.
  • Dependency-aware plugin system with lifecycle management.
  • Custom model importer registration.
  • Extensible asset processing pipelines.
  • Custom rendering passes and render extension hooks.
  • Client resource reload integration.
  • Configurable model loading and resource limits.
  • Detailed API documentation and integration guides.

Compatibility

Component Supported Version
Minecraft 1.20.1
Minecraft Forge 47.x (check individual file requirements)
Java 17
Embeddium Optional
Oculus / Iris Optional, where supported

For the latest GFBS: glTF version, compatibility information, and downloads, please refer to the Files section of this project.

Installation

  1. Install a compatible version of Minecraft Forge.
  2. Download the appropriate GFBS: glTF JAR from the Files section.
  3. Place the downloaded JAR in your Minecraft mods folder.
  4. Install the library on the client and server as required by the mods that depend on it.

Note: GFBS: glTF is primarily a library mod and does not introduce standalone gameplay content. It provides model rendering, animation, and integration functionality for other mods.

For Mod Developers

GFBS: glTF provides a modular Java API for integrating advanced 3D models and animations into Minecraft mods.

Developers can use the runtime for animated entities, block entities, complex machinery, interactive structures, custom renderers, and large-scale 3D environments.

Mods using this library should declare gfbs_gltf as a dependency.

The library also provides an extensible plugin system, allowing developers to register custom importers, modify loaded assets, and implement custom rendering behavior without modifying the core runtime.

Integration examples, API references, migration instructions, and plugin development guides are available in the official GitHub repository.

Credits and License

Developer: LytharaLab β€” GFBS Mod Series Maintainers

Project License: MIT License

Copyright Β© 2026 LytharaLab.

Minecraft is a trademark of Microsoft Corporation. This project is not affiliated with or endorsed by Microsoft or Mojang Studios.

Project Links

GFBS: glTF Team

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