Velthoric

Adds high-performance physics to Minecraft

File Details

Velthoric 0.6.0 for Fabric 1.21.1

  • R
  • Feb 1, 2026
  • 9.67 MB
  • 75
  • 1.21.1
  • Fabric + 1

File Name

velthoric-fabric-0.6.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:velthoric-1367260:7563456"

Quilt

modImplementation "curse.maven:velthoric-1367260:7563456"
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Changelog – Version 0.6.0

Features

  • Implemented extended region file format to remove chunk size limits and enable automatic data pruning
  • Added hot-map persistence architecture for instant body registration and lookup
  • Introduced persistence flags for physics bodies and constraints
  • Implemented Jolt-based modular powertrain system with transmission logic
  • Added directional fluid flow vectors for advanced buoyancy simulation
  • Added new VxKeyMapping system with fallback display names for unbound keys
  • Added client-side callbacks for body registration lifecycle events
  • Enabled automatic creation and deletion of empty region files
  • Added CurseForge environment metadata support

Fixes

  • Fixed multiple persistence race conditions causing missing or empty physics data
  • Prevented native crashes by validating body existence before buoyancy locking
  • Resolved Linux physics instability by replacing batch locking with sequential access
  • Ensured inactive and non-dirty bodies persist correctly during chunk save and shutdown
  • Fixed gravity desync in native buoyancy implementation
  • Fixed terrain velocity prediction causing excessive chunk loading
  • Corrected array bounds during body store reallocation
  • Ensured synchronous snapshot creation to prevent data loss on shutdown
  • Fixed file locking issues by introducing sequential I/O processor
  • Fixed multiple edge cases in async persistence flush logic

Performance

  • Overhauled network dispatcher with chunk-centric broadcasting and raw data streams
  • Optimized physics update loop by removing integer autoboxing and map lookups
  • Migrated terrain system to zero-allocation SoA snapshots with linear memory access
  • Replaced map-based body stores with direct array indexing
  • Implemented ThreadLocal pooling for network dispatch and physics updates
  • Optimized buoyancy broad-phase using low-allocation flow sampling
  • Optimized quaternion slerp by removing per-call object allocations
  • Eliminated allocation churn in terrain tracker by reusing collections
  • Optimized body state packet serialization to avoid temporary arrays
  • Integrated native Jolt buoyancy implementation for near-zero GC overhead

Refactors

  • Complete overhaul of physics persistence system for reliability and scalability
  • Reworked persistence lifecycle to align with EntityStorage architecture
  • Removed VxPhysicsConfig and hardcoded simulation constants for determinism
  • Restructured and optimized native library loading mechanism
  • Overhauled vehicle architecture with modular component-based design
  • Migrated vehicle synchronization to unified VxVehicleState model
  • Reorganized Java package structure to match modern conventions
  • Removed obsolete batching limits from network configuration
  • Removed redundant and unused persistence and storage fields
  • Removed issue templates to keep repository minimalist

Build & Dependencies

  • Updated Jolt JNI to version 3.5.2
  • Moved native extraction to processResources in vx-native
  • Simplified build pipeline and removed obsolete mixins
  • Cleaned up platform-specific build logic
  • Improved resource packaging and extraction stability

Documentation

  • Updated and standardized Javadoc across physics and vehicle systems
  • Added license attribution headers to source files
  • Improved naming consistency and code-level documentation