mekanism_optimizer-1.20.1-1.3.0
Curse Maven Snippet
What's new
Mekanism Optimizer v1.3.0
Highlights & Rendering Optimization Changelog:
- Pre-Baked View-Space Wind Generator Renderer (
FastWindGeneratorRenderer):- Pre-bakes static and rotor meshes at startup and pre-rotates them by the camera's 3x3 view matrix once per frame (
ViewSpaceCache), emitting all vertices via zero-multiplication pure translation (emitTranslated) with conservative CPU backface culling. - Supports standard Mekanism
TileEntityWindGenerator, Compact Mekanism Machines (TileEntityCompressedWindGeneratorx2..x532480), and Mekanism More Machine (TileEntityLargeWindGenerator).
- Pre-bakes static and rotor meshes at startup and pre-rotates them by the camera's 3x3 view matrix once per frame (
- 3-Tier Distance-Adaptive Level of Detail (LOD):
- LOD 0 (< 12m): Full detail with 60 FPS smooth blade interpolation.
- LOD 1 (12m - 20m): Medium detail omitting sub-pixel wires/plates/secondary blades, with 20 FPS stepped blade rotation.
- LOD 2 (20m - 80m): Far detail omitting the vertical
POSTbody while preserving the full 6-faceBASEbottom block,HEADtop box, and 3 primary rotor blades (18 quads total, ~9 quads after CPU backface culling), with 10 FPS stepped blade animation.
- Direct
BlockEntityRenderDispatcherInterception & 16,384-Slot Spatial Light Cache:- Bypasses
getRendererMap lookups,BlockEntityType.isValidSet lookups,tryRendercapturing lambda allocations, andMekanismTileEntityRendererprofiler overhead. - Caches
LevelRenderer.getLightColorin a 16,384-slot (128x128) 32-tick spatial table, eliminating 99% of per-frame chunk light engine lookups across massive wind arrays (verified at 50-60 FPS with 6,966 compressed wind generators).
- Bypasses
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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