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Xuanyu 1725

Shader Practice: Construction of a Simple 2D Scene

Many maps in Minecraft are controlled from a native 3D perspective, and there are also some maps with a fixed-angle third-person perspective, but few maps are designed and played from a pure 2D perspective. This document will introduce how to use Minecraft's resource pack and data pack functions, combined with some common atomic operations, to implement a simple 2D scene.

Xuanyu 1725

Shader Practice: Code Rain Production

This is a relatively short tutorial, which is part of the shader practice chapter. It mainly introduces the following techniques and technologies by restoring the code rain of 25w14craftime as an example: Marking the model (surface) through texture, that is, the idea of ​​storing more data in the color channel; the use of coordinate sampling from the screen; calculating the mapping relationship from the submap coordinate to the sprite coordinate, so as to access and only access the entire texture on the surface; programmatic drawing of the code rain effect.

Vanilla News Λojang Spotlight

Alumopper

Vanilla News - February 2026

Mojang released a total of four snapshots this month, namely 26.1 snapshots 4-7. Currently, the data pack version has reached 99.1, and the resource pack version has reached 81.0. Blocks now support translucent rendering, as well as some formatting changes to recipes. This month’s update is less useful and moderately destructive, and overall it’s below the average level.

Insights

Xuanyu 1725

Shader Advanced: Physically Based Rendering (PBR)

The full name of PBR is Physically Based Rendering, which is physically based rendering. It is a rendering method that achieves more realistic visual effects by simulating the physical process of light interacting with the surface of an object. In response to readers' inquiries, this article introduces the relevant content of PBR and briefly explains its implementation on the shader. It must be noted that the relevant knowledge of PBR has little to do with Minecraft. Most of it is general and possibly boring computer graphics content. Readers can choose to read according to their interests.

Madarami awa

On the implementation and performance optimization of the Brainduck interpreter in the Minecraft environment

This article aims to explore how to build a complete Brain*uck interpreter in a Minecraft data pack (Datapack) environment. By introducing the "Jump Table" preprocessing mechanism, asynchronous execution queue and 8-bit simulated memory management, we successfully implemented the operation of Turing-complete language in mcfunction, solving vanilla development pain points such as excessive recursion and the upper limit of command execution, and also studied more compilation optimization strategies.

Masterpieces

Patrick

Patrick's stream processing front-end

This front-end imitates Java and provides some common methods for processing objects in arrays (here called streams), as well as batch processing methods (no mapper methods are provided). Much of this documentation can be found in the project comments.

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