promotional bannermobile promotional banner

VECTOR HUD

A cinematic, fully vector-drawn HUD: holographic terrain map, flight instruments, threat alerts, and ten switchable themes. Every element is geometry, not a texture.
2026-08-21_21.11.32.png

2026-08-21_21.11.32.png

2026-08-21_21.01.21.png

2026-08-21_21.01.21.png

2026-08-21_21.09.55.png

2026-08-21_21.09.55.png

2026-08-21_21.03.32.png

2026-08-21_21.03.32.png

2026-08-21_21.12.17.png

2026-08-21_21.12.17.png

2026-08-21_21.11.00.png

2026-08-21_21.11.00.png

Description

VECTOR HUD

Press one key and a flight-instrument HUD draws itself around you — every ring, tape and glyph computed as vector geometry at runtime, not one of them a texture.


The boot


Press J. The HUD does not fade in — it is built, in five beats, in under two seconds.

Registration marks slide in from off-screen and spark as they seat, establishing the corners before anything else exists. Every ring and gauge is then drawn, the pen running from each arc's fixed end toward its live value, so a gauge can never overshoot its own track. Instruments flash brighter than full for three ticks at the moment they lock. The chromatic fringe starts wide and tightens as the optics focus. Text resolves last, each label scrambling through same-width glyphs so no line shifts by a single pixel while it settles.

Press J again and it strikes itself back down.


What it shows you


Panel Position Reads
Info block Top left Coordinates, heading, ground speed, world time
Target panel Top centre Name, health and range of whatever you are looking at
Vitals cluster Bottom left Health, armour, hunger, oxygen and active effects on nested arcs
System column Bottom right Frame rate, ping, hostile count
Kill feed Right Rolling record of what you dropped
Holo-map Bottom left Volumetric terrain hologram

Flight instruments

The HUD reads like a cockpit the moment you leave the ground.

Instrument Reads
HORIZON Artificial horizon with pitch ladder and roll
ALT · Y Altitude tape, ticking every block of climb
HDG Heading tape
SPD Ground speed
GLIDE 1:x Live glide ratio on elytra
VSI Vertical speed, signed

Volumetric holo-map

A tilted holographic table of the terrain around you, sitting near-horizontal so it reads as a volume rather than a top-down minimap. It follows your vertical look — glance up and the table rises to show the air above, look down and it lays flat to show your footing. Indoors it cuts away everything between you and the table, so a wall at your back never blocks the view into the middle of it. Hostiles float as pins at their true height, each with a drop-line to the floor beneath them.

Awareness and alerts

Alert Behaviour
Terrain collision GLIDE PATH narrows to IMPACT. Walls are picked by face normal, not raw distance, so ordinary gliding does not trip it — and the warning ring stands upright on the wall's own normal
Damage arcs An arc lights on the edge of the screen in the direction the hit came from
Incoming fire Chevrons track projectiles already in the air toward you
Creeper proximity Fires before the hiss, not with it
Vitals critical Red vignette at the frame edge
Battle mode The whole palette slides from calm to hot. Auto-engages on a swarm of three or more, or on a single threat that is actually looking at you inside twelve metres, and stands down on its own once things are quiet

Alerts are staged in four tiers — calm, caution, warning, imminent. A sound is only re-issued when the tier rises; while the tier holds, you get one quiet reminder per interval and nothing more. Nothing sounds while the game is paused. No audio is bundled: every cue is a vanilla note block, pitched and paced by tier.


Ten instrument suites


Themes change layout, not only colour — each one hides a different set of instruments, so the sparse suites are genuinely sparse rather than the same HUD in a new palette. Press H for the theme table.

Theme Character
APEX The full suite — cyan and amber
DRAFT Silver drafting lines and gold
GHOST Stealth. Desaturated, no fringing, silent
MONOCLE Pale, sparse, analog
SCAN Scanning layer — corner brackets, vitals trace, range column
NANO Pulsing width envelopes that taper to nothing at open ends
PLAIN Just the numbers. No theatre
CLEAN Modern flat — thin and quiet
MINIMAL Hairlines only, appearing on demand
RAPTOR Fighter-jet green — frameless, luminous, high-visibility

Fair play by default


Six features ship disabled, and they are the six that a server admin would call cheating:

Feature Ships Because
Ore scan off X-ray under another name
Structure scan off Reveals interiors before you enter
Entity radar off Shows what you cannot see
Wall-piercing glow off ESP
Nearby player list off Player ESP
Ballistics prediction off Reads as aim assist

There is no separate "fair play edition" to hunt down — one jar, with the defaults set so it is safe to drop into a modpack as shipped. Turn any of them on in config/vectorhud.json, or with /vectorhud followed by the feature name, for your own singleplayer world. Check the rules where you play before you do.


Keys and configuration


Key Action
J Bring the HUD up, or strike it down
H Theme table
C Scope
B Battle mode

All four are rebindable under Controls. Every panel has its own toggle in config/vectorhud.json and under /vectorhud, and /vectorhud scale resizes the whole assembly between 0.5 and 2.0.


Requirements


Every build is client-side. Nothing is installed on the server, and nothing needs to be.

Build Minecraft Loader Java Also needs
Fabric 26.2 Fabric Loader 0.19.0+ 21 Fabric API
Fabric 1.21.1 Fabric Loader 0.16.0+ 21 Fabric API
NeoForge 1.21.1 NeoForge 21.1.0+ 21 Forgified Fabric API 0.104.0+
Fabric 1.20.1 Fabric Loader 0.15.0+ 17 Fabric API
Forge 1.20.1 Forge 47+ 17

What differs between builds

The 1.21.1 and 1.20.1 builds come from one codebase. The 26.2 build is a separate port against a different rendering API, and five things have not been carried across yet:

  1.21.1 and 1.20.1 26.2
Structure scan Included Not yet ported
Ore routing Walkable path to the nearest vein, and an honest NO PATH when there isn't one Highlight only, no route
Holo-map canvas Cylindrical projection field Flat table
Scope Stepped x2x16, true picture-in-picture Hold C for a smooth x4
Settings screen Mod Menu config/vectorhud.json and /vectorhud

Everything else — boot, all ten themes, instruments, alerts, holo-map — is in every build.


Notes


  • No textures. Every element of the HUD is geometry generated at runtime, so nothing gets blurry at any resolution and the jar stays under 200 KB. The only image in the build is the mod's own 128 px icon.
  • No bundled audio. Alert cues are vanilla note blocks, pitched and paced by tier.
  • Nothing phones home.
  • Modpacks are welcome with credit. Reuploading the jar elsewhere is not.
  • Not affiliated with, endorsed by, or containing assets from any film, studio or franchise.

Need a server? BisectHosting — 25% off your first month.

The VECTOR HUD Team

profile avatar
  • 2
    Followers
  • 2
    Projects
  • 723
    Downloads

More from CEOofNEXTTECH

  • VECTOR HOLOGRAM ITEMS project image

    VECTOR HOLOGRAM ITEMS

    Transparent monitors, floor and wall holograms, a drafting mat and a servo arm — every screen drawn as vector geometry at runtime.

    • 89
    • August 20, 2026
  • VECTOR HOLOGRAM ITEMS project image

    VECTOR HOLOGRAM ITEMS

    Transparent monitors, floor and wall holograms, a drafting mat and a servo arm — every screen drawn as vector geometry at runtime.

    • 89
    • August 20, 2026