Wakes Reforged

Adds splashes and wakes while traveling on water, Forge port !

File Details

wakes-26.1.2-NeoForge-1.3.2.jar

  • R
  • May 25, 2026
  • 171.88 KB
  • 309
  • 26.1.2
  • NeoForge

File Name

wakes-26.1.2-NeoForge-1.3.2.jar

Supported Versions

  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:wakes-reforged-1223529:8144269"
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v1.3.3

Bug Fixes

  • Fixed wakes growing infinitely when stationary in a boat

Performance Improvements

  • Replaced per-pixel Math.pow with pre-computed 256-entry lookup table
  • Cached wake color interval thresholds as a primitive double array
  • Added early-exit fast sigmoid — skips Math.exp for extreme wave values
  • Removed dead code (unused blend method and its allocations)

Combined with previous optimizations, the color sampling path is now ~1.8x faster than v1.3.1.

v1.3.1 for 1.21.1

Made the mod not crash anymore on server Sable / Create Aeronautics compatibility — moving sub-levels leave ocean wakes, entities on sub-level water leave trail wakes rendered at the visual position

v1.2.1

New Features

  • Entities now create a splash wake when exiting water

Bug Fixes

  • Fixed crash with Colorful Lighting / Sodium Compat (#12)

Performance Improvements

Significant rendering performance gains — expect 30-50% less CPU time spent on wake rendering in busy scenes.

  • Cached color hex parsing to avoid redundant string operations every frame
  • Cached wave simulation parameters — no longer recalculated per-node per-tick
  • Optimized wave propagation loop with hoisted array references, reducing redundant memory lookups
  • Eliminated per-pixel object allocations in color blending, greatly reducing GC pressure
  • Cached blend strength config read out of the inner rendering loop

These changes reduce frame drops when many wakes are active on screen.