Block Entity Effects Example
Block Entity Effects Example
Section titled “Block Entity Effects Example”This comprehensive tutorial shows how to create advanced block entity effects, including custom geometry, animated textures, particle systems, and distance-based optimization, following patterns from Minecraft’s BeaconRenderer.
Prerequisites
Section titled “Prerequisites”Before starting this tutorial, you should understand:
- Block entity rendering basics
- Custom geometry creation
- Animation systems
- Particle effects
Step 1: Create Advanced Block Entity
Section titled “Step 1: Create Advanced Block Entity”Let’s create a sophisticated magical pedestal block entity with multiple effects:
// Example: Advanced magical pedestal block entitypublic class MagicalPedestalBlockEntity extends BlockEntity { private float rotation = 0.0f; private float floatOffset = 0.0f; private int energyLevel = 0; private int maxEnergy = 1000; private final List<ItemStack> inventory = NonNullList.withSize(1, ItemStack.EMPTY);
// Animation state private boolean isActive = false; private long activationTime = 0; private final ParticleManager particleManager = new ParticleManager();
public MagicalPedestalBlockEntity(BlockPos pos, BlockState state) { super(ModBlockEntities.MAGICAL_PEDESTAL.get(), pos, state); }
@Override public void tick() { if (level == null || level.isClientSide) return;
// Update rotation animation if (isActive) { rotation += 2.0f; if (rotation >= 360.0f) { rotation -= 360.0f; }
// Update floating animation floatOffset = Mth.sin((System.currentTimeMillis() - activationTime) * 0.003f) * 0.1f + 0.2f;
// Consume energy if (energyLevel > 0 && !inventory.get(0).isEmpty()) { energyLevel = Math.max(0, energyLevel - 1);
// Process item on pedestal processItem(); } } else { // Gradual slowdown rotation *= 0.98f; floatOffset *= 0.95f; }
// Update particles particleManager.tick();
// Sync with client periodically if (level.getGameTime() % 20 == 0) { setChanged(); } }
private void processItem() { ItemStack item = inventory.get(0); if (!item.isEmpty()) { // Apply magical transformation if (item.getItem() instanceof ItemEnchanted) { // Enchantment animation createEnchantmentParticles();
// Random chance to upgrade if (level.random.nextInt(1000) == 0) { upgradeItem(item); } } } }
private void createEnchantmentParticles() { Vec3 center = Vec3.atCenterOf(worldPosition);
for (int i = 0; i < 3; i++) { double angle = (i * 120.0 + rotation) * Math.PI / 180.0; double radius = 0.5 + Math.random() * 0.3;
double x = center.x + Math.cos(angle) * radius; double y = center.y + 1.0 + floatOffset; double z = center.z + Math.sin(angle) * radius;
level.addParticle( ParticleTypes.ENCHANT, x, y, z, (Math.random() - 0.5) * 0.1, 0.1, (Math.random() - 0.5) * 0.1 ); } }
private void upgradeItem(ItemStack item) { // Upgrade logic (simplified) if (item.isEnchanted()) { Map<Enchantment, Integer> enchantments = EnchantmentHelper.getEnchantments(item); for (Map.Entry<Enchantment, Integer> entry : enchantments.entrySet()) { if (level.random.nextInt(3) == 0) { int newLevel = Math.min(entry.getKey().getMaxLevel(), entry.getValue() + 1); enchantments.put(entry.getKey(), newLevel); } } EnchantmentHelper.setEnchantments(enchantments, item); } }
// Getters for renderer public float getRotation() { return rotation; }
public float getFloatOffset() { return floatOffset; }
public boolean isActive() { return isActive; }
public void setActive(boolean active) { this.isActive = active; if (active && !isActive) { activationTime = System.currentTimeMillis(); } }
public int getEnergyLevel() { return energyLevel; }
public void setEnergyLevel(int energy) { this.energyLevel = Math.max(0, Math.min(maxEnergy, energy)); }
public ItemStack getDisplayedItem() { return inventory.get(0); }
public void setDisplayedItem(ItemStack item) { inventory.set(0, item); setChanged(); }
@Override public void load(CompoundTag nbt) { super.load(nbt); rotation = nbt.getFloat("rotation"); floatOffset = nbt.getFloat("floatOffset"); isActive = nbt.getBoolean("isActive"); energyLevel = nbt.getInt("energyLevel");
ContainerHelper.loadAllItems(nbt, inventory); }
@Override public void saveAdditional(CompoundTag nbt) { super.saveAdditional(nbt); nbt.putFloat("rotation", rotation); nbt.putFloat("floatOffset", floatOffset); nbt.putBoolean("isActive", isActive); nbt.putInt("energyLevel", energyLevel);
ContainerHelper.saveAllItems(nbt, inventory); }}Step 2: Create Advanced Renderer
Section titled “Step 2: Create Advanced Renderer”Now let’s create a sophisticated renderer following BeaconRenderer patterns:
// Example: Advanced magical pedestal rendererpublic class MagicalPedestalRenderer implements BlockEntityRenderer<MagicalPedestalBlockEntity> {
private static final ResourceLocation PEDESTAL_TEXTURE = new ResourceLocation("modid", "textures/block/magical_pedestal.png"); private static final ResourceLocation ENERGY_TEXTURE = new ResourceLocation("modid", "textures/block/energy_field.png"); private static final ResourceLocation RUNE_TEXTURE = new ResourceLocation("modid", "textures/block/magic_runes.png");
private static final RenderType PEDESTAL_TYPE = RenderType.entityCutout(PEDESTAL_TEXTURE); private static final RenderType ENERGY_TYPE = RenderType.entityTranslucent(ENERGY_TEXTURE); private static final RenderType RUNE_TYPE = RenderType.entityTranslucent(RUNE_TEXTURE);
private final Model pedestalModel; private final ItemRenderer itemRenderer;
public MagicalPedestalRenderer(BlockEntityRendererProvider.Context context) { this.pedestalModel = context.bakeLayer(PedestalModel.LAYER_LOCATION); this.itemRenderer = context.getItemRenderer(); }
@Override public void render(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight, int packedOverlay) {
poseStack.pushPose();
// Translate to block center poseStack.translate(0.5, 0.5, 0.5);
// Render pedestal base renderPedestalBase(pedestal, partialTick, poseStack, bufferSource, packedLight);
// Render energy effects if (pedestal.isActive()) { renderEnergyEffects(pedestal, partialTick, poseStack, bufferSource, packedLight); renderFloatingRune(pedestal, partialTick, poseStack, bufferSource, packedLight); }
// Render floating item ItemStack displayedItem = pedestal.getDisplayedItem(); if (!displayedItem.isEmpty()) { renderFloatingItem(pedestal, displayedItem, partialTick, poseStack, bufferSource, packedLight); }
// Render energy beams if (pedestal.isActive() && pedestal.getEnergyLevel() > 500) { renderEnergyBeams(pedestal, partialTick, poseStack, bufferSource, packedLight); }
poseStack.popPose(); }
private void renderPedestalBase(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) {
VertexConsumer vertexConsumer = bufferSource.getBuffer(PEDESTAL_TYPE);
// Apply subtle rotation to base poseStack.pushPose(); poseStack.mulPose(Axis.YP.rotationDegrees(pedestal.getRotation() * 0.2f));
// Render base model pedestalModel.renderToBuffer(poseStack, vertexConsumer, packedLight, packedOverlay, 1.0f, 1.0f, 1.0f, 1.0f);
poseStack.popPose(); }
private void renderEnergyEffects(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) {
VertexConsumer energyConsumer = bufferSource.getBuffer(ENERGY_TYPE); Matrix4f matrix = poseStack.last().pose();
float time = System.currentTimeMillis() * 0.001f; float energyIntensity = (float) pedestal.getEnergyLevel() / pedestal.getMaxEnergy();
// Render rotating energy ring renderEnergyRing(matrix, energyConsumer, time, energyIntensity);
// Render pulsing energy orb renderEnergyOrb(matrix, energyConsumer, time, energyIntensity);
// Render energy particles renderEnergyParticles(matrix, energyConsumer, time, energyIntensity); }
private void renderEnergyRing(Matrix4f matrix, VertexConsumer energyConsumer, float time, float intensity) {
int segments = 32; float radius = 0.8f; float height = pedestal.getFloatOffset() + 0.3f;
// Create ring vertices for (int i = 0; i < segments; i++) { float angle1 = (i * 2.0f * (float) Math.PI) / segments; float angle2 = ((i + 1) * 2.0f * (float) Math.PI) / segments;
float x1 = Mth.cos(angle1) * radius; float z1 = Mth.sin(angle1) * radius; float x2 = Mth.cos(angle2) * radius; float z2 = Mth.sin(angle2) * radius;
// Add wave effect float wave1 = Mth.sin(angle1 * 3.0f + time * 2.0f) * 0.1f; float wave2 = Mth.sin(angle2 * 3.0f + time * 2.0f) * 0.1f;
// Calculate colors with gradient float r1 = 0.3f + 0.2f * Mth.sin(time + angle1); float g1 = 0.5f + 0.3f * Mth.sin(time + angle1 + 2.094f); float b1 = 0.8f + 0.2f * Mth.sin(time + angle1 + 4.189f);
float r2 = 0.3f + 0.2f * Mth.sin(time + angle2); float g2 = 0.5f + 0.3f * Mth.sin(time + angle2 + 2.094f); float b2 = 0.8f + 0.2f * Mth.sin(time + angle2 + 4.189f);
// Add quad vertices addEnergyVertex(matrix, energyConsumer, x1, height + wave1, z1, 0.0f, 0.0f, r1, g1, b1, intensity); addEnergyVertex(matrix, energyConsumer, x2, height + wave2, z2, 1.0f, 0.0f, r2, g2, b2, intensity); addEnergyVertex(matrix, energyConsumer, x2, height + wave2 + 0.05f, z2, 1.0f, 1.0f, r2, g2, b2, intensity); addEnergyVertex(matrix, energyConsumer, x1, height + wave1 + 0.05f, z1, 0.0f, 1.0f, r1, g1, b1, intensity); } }
private void renderEnergyOrb(Matrix4f matrix, VertexConsumer energyConsumer, float time, float intensity) {
float height = pedestal.getFloatOffset() + 0.6f; float baseRadius = 0.2f + Mth.sin(time * 3.0f) * 0.05f; float pulse = Mth.sin(time * 2.0f) * 0.3f + 0.7f;
// Render glowing orb using octahedron renderOctahedron(matrix, energyConsumer, 0.0f, height, 0.0f, baseRadius, 1.0f, 0.8f, 1.0f, intensity * pulse); }
private void renderEnergyParticles(Matrix4f matrix, VertexConsumer energyConsumer, float time, float intensity) {
int particleCount = (int) (8 * intensity);
for (int i = 0; i < particleCount; i++) { float angle = (i * 360.0f / particleCount + time * 50.0f) * (float) Math.PI / 180.0f; float radius = 0.6f + Mth.sin(time * 2.0f + i) * 0.2f; float height = pedestal.getFloatOffset() + 0.4f + Mth.sin(time * 3.0f + i * 0.5f) * 0.2f;
float x = Mth.cos(angle) * radius; float z = Mth.sin(angle) * radius;
float size = 0.02f + Mth.sin(time * 4.0f + i) * 0.01f;
// Small glowing particle renderSmallOrb(matrix, energyConsumer, x, height, z, size, 0.9f, 0.7f, 1.0f, intensity); } }
private void renderFloatingRune(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) {
VertexConsumer runeConsumer = bufferSource.getBuffer(RUNE_TYPE);
poseStack.pushPose();
// Position rune above pedestal poseStack.translate(0.0, pedestal.getFloatOffset() + 0.8f, 0.0);
// Rotate rune independently poseStack.mulPose(Axis.YP.rotationDegrees(-pedestal.getRotation())); poseStack.mulPose(Axis.XP.rotationDegrees(30.0f));
// Scale based on energy level float energyScale = 0.5f + (float) pedestal.getEnergyLevel() / pedestal.getMaxEnergy() * 0.3f; poseStack.scale(energyScale, energyScale, energyScale);
// Render rune quad with custom vertex submission submitRuneQuad(poseStack.last().pose(), runeConsumer, 0xF000F0);
poseStack.popPose(); }
private void submitRuneQuad(Matrix4f matrix, VertexConsumer consumer, int lightColor) { float size = 0.3f;
// Add quad vertices for floating rune addRuneVertex(matrix, consumer, -size, -size, 0.0f, 0.0f, 0.0f, lightColor); addRuneVertex(matrix, consumer, size, -size, 0.0f, 1.0f, 0.0f, lightColor); addRuneVertex(matrix, consumer, size, size, 0.0f, 1.0f, 1.0f, lightColor); addRuneVertex(matrix, consumer, -size, size, 0.0f, 0.0f, 1.0f, lightColor); }
private void renderFloatingItem(MagicalPedestalBlockEntity pedestal, ItemStack item, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) {
poseStack.pushPose();
// Position item above pedestal poseStack.translate(0.0, pedestal.getFloatOffset() + 1.0f, 0.0);
// Rotate and scale item poseStack.mulPose(Axis.YP.rotationDegrees(pedestal.getRotation())); float scale = 0.5f + Mth.sin(System.currentTimeMillis() * 0.001f) * 0.05f; poseStack.scale(scale, scale, scale);
// Add glow effect if active if (pedestal.isActive()) { poseStack.mulPose(Axis.XP.rotationDegrees(15.0f)); }
// Render item this.itemRenderer.renderStatic(item, ItemDisplayContext.FIXED, packedLight, OverlayTexture.NO_OVERLAY, poseStack, bufferSource, pedestal.getLevel(), 0);
poseStack.popPose(); }
private void renderEnergyBeams(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) {
VertexConsumer beamConsumer = bufferSource.getBuffer(RenderType.lightning()); Matrix4f matrix = poseStack.last().pose();
float time = System.currentTimeMillis() * 0.001f; float beamIntensity = (float) pedestal.getEnergyLevel() / pedestal.getMaxEnergy();
// Create energy beams from pedestal to nearby positions for (int i = 0; i < 4; i++) { float angle = (i * 90.0f + time * 20.0f) * (float) Math.PI / 180.0f; float distance = 1.5f;
float endX = Mth.cos(angle) * distance; float endY = 0.5f + Mth.sin(time * 2.0f + i) * 0.3f; float endZ = Mth.sin(angle) * distance;
// Create lightning-like beam submitLightningBeam(matrix, beamConsumer, 0.0f, pedestal.getFloatOffset() + 0.5f, 0.0f, endX, endY, endZ, beamIntensity); } }
private void submitLightningBeam(Matrix4f matrix, VertexConsumer consumer, float x1, float y1, float z1, float x2, float y2, float z2, float intensity) {
int segments = 10; float segmentLength = Mth.sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1) + (z2-z1)*(z2-z1)) / segments;
for (int i = 0; i < segments; i++) { float t1 = (float) i / segments; float t2 = (float) (i + 1) / segments;
// Calculate positions with lightning jitter float jitter1 = (Math.random() - 0.5) * 0.1f * (1.0f - t1); float jitter2 = (Math.random() - 0.5) * 0.1f * (1.0f - t2);
float px1 = x1 + (x2-x1) * t1 + jitter1; float py1 = y1 + (y2-y1) * t1 + jitter1; float pz1 = z1 + (z2-z1) * t1 + jitter1;
float px2 = x1 + (x2-x1) * t2 + jitter2; float py2 = y1 + (y2-y1) * t2 + jitter2; float pz2 = z1 + (z2-z1) * t2 + jitter2;
// Add line segment with glow float alpha = intensity * (1.0f - t1 * 0.5f); addLightningVertex(matrix, consumer, px1, py1, pz1, 0.8f, 0.9f, 1.0f, alpha); addLightningVertex(matrix, consumer, px2, py2, pz2, 0.8f, 0.9f, 1.0f, alpha); } }
// Helper methods for vertex submission private void addEnergyVertex(Matrix4f matrix, VertexConsumer consumer, float x, float y, float z, float u, float v, float r, float g, float b, float intensity) {
consumer.addVertex(matrix, x, y, z) .setColor(r * intensity, g * intensity, b * intensity, 0.7f * intensity) .setUv(u, v) .setOverlay(OverlayTexture.NO_OVERLAY) .setLight(0xF000F0) // Full brightness .setNormal(0.0f, 1.0f, 0.0f); }
private void addRuneVertex(Matrix4f matrix, VertexConsumer consumer, float x, float y, float z, float u, float v, int lightColor) {
consumer.addVertex(matrix, x, y, z) .setColor(0.8f, 0.7f, 1.0f, 0.8f) .setUv(u, v) .setOverlay(OverlayTexture.NO_OVERLAY) .setLight(lightColor) .setNormal(0.0f, 1.0f, 0.0f); }
private void addLightningVertex(Matrix4f matrix, VertexConsumer consumer, float x, float y, float z, float r, float g, float b, float alpha) {
consumer.addVertex(matrix, x, y, z) .setColor(r, g, b, alpha) .setUv(0.5f, 0.5f) .setOverlay(OverlayTexture.NO_OVERLAY) .setLight(0xF000F0) .setNormal(0.0f, 1.0f, 0.0f); }
private void renderOctahedron(Matrix4f matrix, VertexConsumer consumer, float x, float y, float z, float size, float r, float g, float b, float alpha) {
// Octahedron vertices (8 faces) float[][] vertices = { {0, size, 0}, // Top { size, 0, 0}, // Right {0, 0, size}, // Front {-size, 0, 0}, // Left {0, 0, -size}, // Back {0, -size, 0} // Bottom };
int[][] faces = { {0, 1, 2}, {0, 2, 3}, {0, 3, 4}, {0, 4, 1}, // Top pyramid {5, 2, 1}, {5, 3, 2}, {5, 4, 3}, {5, 1, 4} // Bottom pyramid };
for (int[] face : faces) { int i1 = face[0], i2 = face[1], i3 = face[2];
addEnergyVertex(matrix, consumer, x + vertices[i1][0], y + vertices[i1][1], z + vertices[i1][2], 0.5f, 0.5f, r, g, b, alpha); addEnergyVertex(matrix, consumer, x + vertices[i2][0], y + vertices[i2][1], z + vertices[i2][2], 0.5f, 0.5f, r, g, b, alpha); addEnergyVertex(matrix, consumer, x + vertices[i3][0], y + vertices[i3][1], z + vertices[i3][2], 0.5f, 0.5f, r, g, b, alpha); } }
private void renderSmallOrb(Matrix4f matrix, VertexConsumer consumer, float x, float y, float z, float size, float r, float g, float b, float alpha) {
// Simple quad for small orb addEnergyVertex(matrix, consumer, x - size, y - size, z, 0.0f, 0.0f, r, g, b, alpha); addEnergyVertex(matrix, consumer, x + size, y - size, z, 1.0f, 0.0f, r, g, b, alpha); addEnergyVertex(matrix, consumer, x + size, y + size, z, 1.0f, 1.0f, r, g, b, alpha); addEnergyVertex(matrix, consumer, x - size, y + size, z, 0.0f, 1.0f, r, g, b, alpha); }}Step 3: Create Pedestal Model
Section titled “Step 3: Create Pedestal Model”// Example: Pedestal modelpublic class PedestalModel extends EntityModel<MagicalPedestalBlockEntity> { public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation(new ResourceLocation("modid", "magical_pedestal"), "main");
private final ModelPart base; private final ModelPart pillar; private final ModelPart top; private final ModelPart[] decorativeRings = new ModelPart[3];
public PedestalModel(ModelPart root) { this.base = root.getChild("base"); this.pillar = root.getChild("pillar"); this.top = root.getChild("top");
for (int i = 0; i < 3; i++) { this.decorativeRings[i] = root.getChild("ring_" + i); } }
public static LayerDefinition createBodyLayer() { MeshDefinition meshDefinition = new MeshDefinition(); PartDefinition partDefinition = meshDefinition.getRoot();
// Base platform PartDefinition basePart = partDefinition.addOrReplaceChild("base", CubeListBuilder.create() .texOffs(0, 0) .addBox(-6.0f, -2.0f, -6.0f, 12.0f, 2.0f, 12.0f), PartPose.ZERO);
// Central pillar PartDefinition pillarPart = partDefinition.addOrReplaceChild("pillar", CubeListBuilder.create() .texOffs(0, 4) .addBox(-2.0f, -10.0f, -2.0f, 4.0f, 10.0f, 4.0f), PartPose.ZERO);
// Top platform PartDefinition topPart = partDefinition.addOrReplaceChild("top", CubeListBuilder.create() .texOffs(0, 18) .addBox(-4.0f, -12.0f, -4.0f, 8.0f, 2.0f, 8.0f), PartPose.ZERO);
// Decorative rings for (int i = 0; i < 3; i++) { float y = -4.0f - i * 2.0f; partDefinition.addOrReplaceChild("ring_" + i, CubeListBuilder.create() .texOffs(16, 0) .addBox(-3.0f, y, -3.0f, 6.0f, 0.5f, 6.0f), PartPose.ZERO); }
return LayerDefinition.create(meshDefinition, 32, 32); }
@Override public void setupAnim(MagicalPedestalBlockEntity pedestal, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) {
// Animate decorative rings when active if (pedestal.isActive()) { for (int i = 0; i < decorativeRings.length; i++) { decorativeRings[i].yRot = ageInTicks * 0.1f * (i % 2 == 0 ? 1 : -1); decorativeRings[i].y = Mth.sin(ageInTicks * 0.2f + i) * 0.1f - 4.0f - i * 2.0f; } } else { // Reset rings to default positions for (int i = 0; i < decorativeRings.length; i++) { decorativeRings[i].yRot = 0.0f; decorativeRings[i].y = -4.0f - i * 2.0f; } } }
@Override public void renderToBuffer(PoseStack poseStack, VertexConsumer consumer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) {
base.render(poseStack, consumer, packedLight, packedOverlay, red, green, blue, alpha); pillar.render(poseStack, consumer, packedLight, packedOverlay, red, green, blue, alpha); top.render(poseStack, consumer, packedLight, packedOverlay, red, green, blue, alpha);
for (ModelPart ring : decorativeRings) { ring.render(poseStack, consumer, packedLight, packedOverlay, red, green, blue, alpha); } }}Step 4: Add Distance-based Optimization
Section titled “Step 4: Add Distance-based Optimization”// Example: LOD and optimization for block entity renderingpublic class OptimizedBlockEntityRenderer implements BlockEntityRenderer<MagicalPedestalBlockEntity> {
private static final float[] LOD_DISTANCES = {16.0f, 32.0f, 64.0f, 128.0f}; private static final int[] PARTICLE_COUNTS = {12, 8, 4, 2, 0}; private static final int[] BEAM_COUNTS = {4, 3, 2, 1, 0};
@Override public void render(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight, int packedOverlay) {
// Calculate distance to player double distance = calculateDistanceToPlayer(pedestal); int lodLevel = getLODLevel(distance);
poseStack.pushPose(); poseStack.translate(0.5, 0.5, 0.5);
// Always render base renderPedestalBase(pedestal, partialTick, poseStack, bufferSource, packedLight);
// Render effects based on LOD if (lodLevel < 4) { // Skip effects at maximum distance renderLODEffects(pedestal, partialTick, poseStack, bufferSource, packedLight, lodLevel); }
poseStack.popPose(); }
private double calculateDistanceToPlayer(MagicalPedestalBlockEntity pedestal) { Minecraft minecraft = Minecraft.getInstance(); if (minecraft.player == null || minecraft.level == null) return Double.MAX_VALUE;
Vec3 playerPos = minecraft.player.getEyePosition(); Vec3 blockPos = Vec3.atCenterOf(pedestal.getBlockPos());
return playerPos.distanceToSqr(blockPos); }
private int getLODLevel(double distance) { for (int i = 0; i < LOD_DISTANCES.length; i++) { if (distance < LOD_DISTANCES[i] * LOD_DISTANCES[i]) { return i; } } return LOD_DISTANCES.length; // Maximum LOD level }
private void renderLODEffects(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight, int lodLevel) {
if (!pedestal.isActive()) return;
switch (lodLevel) { case 0: // Ultra quality - full effects renderFullEffects(pedestal, partialTick, poseStack, bufferSource, packedLight); break; case 1: // High quality - reduced particles renderHighQualityEffects(pedestal, partialTick, poseStack, bufferSource, packedLight); break; case 2: // Medium quality - basic effects renderMediumQualityEffects(pedestal, partialTick, poseStack, bufferSource, packedLight); break; case 3: // Low quality - minimal effects renderLowQualityEffects(pedestal, partialTick, poseStack, bufferSource, packedLight); break; } }
private void renderFullEffects(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { renderEnergyEffects(pedestal, partialTick, poseStack, bufferSource, packedLight, PARTICLE_COUNTS[0], BEAM_COUNTS[0]); renderFloatingItem(pedestal, partialTick, poseStack, bufferSource, packedLight); renderEnergyBeams(pedestal, partialTick, poseStack, bufferSource, packedLight, BEAM_COUNTS[0]); }
private void renderHighQualityEffects(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { renderEnergyEffects(pedestal, partialTick, poseStack, bufferSource, packedLight, PARTICLE_COUNTS[1], BEAM_COUNTS[1]); renderFloatingItem(pedestal, partialTick, poseStack, bufferSource, packedLight); renderEnergyBeams(pedestal, partialTick, poseStack, bufferSource, packedLight, BEAM_COUNTS[1]); }
private void renderMediumQualityEffects(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { renderEnergyEffects(pedestal, partialTick, poseStack, bufferSource, packedLight, PARTICLE_COUNTS[2], BEAM_COUNTS[2]); renderFloatingItem(pedestal, partialTick, poseStack, bufferSource, packedLight); // Skip energy beams at medium distance }
private void renderLowQualityEffects(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { renderEnergyEffects(pedestal, partialTick, poseStack, bufferSource, packedLight, PARTICLE_COUNTS[3], 0); renderFloatingItem(pedestal, partialTick, poseStack, bufferSource, packedLight); }
// Modified renderEnergyEffects with particle/beam count parameters private void renderEnergyEffects(MagicalPedestalBlockEntity pedestal, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight, int particleCount, int beamCount) {
VertexConsumer energyConsumer = bufferSource.getBuffer(ENERGY_TYPE); Matrix4f matrix = poseStack.last().pose();
float time = System.currentTimeMillis() * 0.001f; float energyIntensity = (float) pedestal.getEnergyLevel() / pedestal.getMaxEnergy();
// Always render energy ring and orb renderEnergyRing(matrix, energyConsumer, time, energyIntensity); renderEnergyOrb(matrix, energyConsumer, time, energyIntensity);
// Render limited number of particles renderLimitedEnergyParticles(matrix, energyConsumer, time, energyIntensity, particleCount);
// Render limited number of beams if (beamCount > 0) { renderLimitedEnergyBeams(matrix, energyConsumer, time, energyIntensity, beamCount); } }
private void renderLimitedEnergyParticles(Matrix4f matrix, VertexConsumer energyConsumer, float time, float intensity, int maxParticles) {
for (int i = 0; i < maxParticles; i++) { float angle = (i * 360.0f / maxParticles + time * 50.0f) * (float) Math.PI / 180.0f; float radius = 0.6f + Mth.sin(time * 2.0f + i) * 0.2f; float height = pedestal.getFloatOffset() + 0.4f + Mth.sin(time * 3.0f + i * 0.5f) * 0.2f;
float x = Mth.cos(angle) * radius; float z = Mth.sin(angle) * radius;
float size = 0.02f + Mth.sin(time * 4.0f + i) * 0.01f;
renderSmallOrb(matrix, energyConsumer, x, height, z, size, 0.9f, 0.7f, 1.0f, intensity); } }
private void renderLimitedEnergyBeams(Matrix4f matrix, VertexConsumer beamConsumer, float time, float intensity, int beamCount) {
for (int i = 0; i < beamCount; i++) { float angle = (i * 360.0f / beamCount + time * 20.0f) * (float) Math.PI / 180.0f; float distance = 1.5f;
float endX = Mth.cos(angle) * distance; float endY = 0.5f + Mth.sin(time * 2.0f + i) * 0.3f; float endZ = Mth.sin(angle) * distance;
submitLightningBeam(matrix, beamConsumer, 0.0f, pedestal.getFloatOffset() + 0.5f, 0.0f, endX, endY, endZ, intensity); } }}Step 5: Create Configuration System
Section titled “Step 5: Create Configuration System”// Example: Configuration for block entity effectspublic class BlockEntityEffectConfig { private final Map<String, EffectSettings> effectSettings = new HashMap<>();
public static class EffectSettings { public boolean enabled = true; public float intensity = 1.0f; public int particleCount = 12; public int beamCount = 4; public float maxRenderDistance = 64.0f; public boolean useLOD = true; }
public BlockEntityEffectConfig() { // Default settings EffectSettings pedestalSettings = new EffectSettings(); pedestalSettings.intensity = 1.0f; pedestalSettings.particleCount = 12; pedestalSettings.beamCount = 4; effectSettings.put("magical_pedestal", pedestalSettings);
// Load from config file loadFromConfig(); }
private void loadFromConfig() { // Load settings from configuration file // This would use Minecraft's config system }
public EffectSettings getSettings(String effectName) { return effectSettings.getOrDefault(effectName, new EffectSettings()); }
public void updateSettings(String effectName, EffectSettings settings) { effectSettings.put(effectName, settings); saveToConfig(); }
private void saveToConfig() { // Save settings to configuration file }}Common Issues and Solutions
Section titled “Common Issues and Solutions”Performance Problems
Section titled “Performance Problems”- Too Many Particles: Use LOD to reduce particle count at distance
- Complex Geometry: Simplify meshes for distant rendering
- Expensive Shaders: Use simpler render types for far objects
- Memory Allocations: Avoid creating objects in render loops
Visual Glitches
Section titled “Visual Glitches”- Z-fighting: Adjust depth values or use appropriate blend modes
- Lighting Issues: Ensure proper light values and render types
- Animation Stuttering: Use partial ticks for smooth animations
- Texture Problems: Verify UV coordinates and texture binding
Integration Issues
Section titled “Integration Issues”- Missing Textures: Ensure all textures are in correct locations
- Model Problems: Check model layer registration
- Render Type Errors: Verify render type configurations
- Registration Issues: Ensure proper block entity registration
Testing and Debugging
Section titled “Testing and Debugging”Debug Mode
Section titled “Debug Mode”// Example: Debug utilities for block entity renderingpublic class BlockEntityDebugger { private boolean debugMode = false; private boolean showBoundingBoxes = false; private boolean showRenderInfo = false;
public void renderDebugInfo(MagicalPedestalBlockEntity pedestal, PoseStack poseStack, MultiBufferSource bufferSource) {
if (!debugMode) return;
// Render bounding box if (showBoundingBoxes) { renderBoundingBox(pedestal, poseStack, bufferSource); }
// Render debug information if (showRenderInfo) { renderDebugText(pedestal, poseStack, bufferSource); }
// Render effect indicators renderEffectIndicators(pedestal, poseStack, bufferSource); }
private void renderBoundingBox(MagicalPedestalBlockEntity pedestal, PoseStack poseStack, MultiBufferSource bufferSource) {
VertexConsumer consumer = bufferSource.getBuffer(RenderType.lines()); Matrix4f matrix = poseStack.last().pose();
AABB bb = pedestal.getRenderBoundingBox(); renderWireframeBox(matrix, consumer, bb); }
private void renderDebugText(MagicalPedestalBlockEntity pedestal, PoseStack poseStack, MultiBufferSource bufferSource) {
// This would require GUI text rendering capabilities // Display energy level, LOD level, animation state, etc. }
private void renderEffectIndicators(MagicalPedestalBlockEntity pedestal, PoseStack poseStack, MultiBufferSource bufferSource) {
// Visual indicators for active effects if (pedestal.isActive()) { // Render indicator that pedestal is active }
// Show energy level visually float energyRatio = (float) pedestal.getEnergyLevel() / pedestal.getMaxEnergy(); renderEnergyBar(poseStack, bufferSource, energyRatio); }}Next Steps
Section titled “Next Steps”- Custom Entity Renderer Example - Entity rendering techniques
- Advanced Shader Techniques - Comprehensive shader development
- Performance Optimization - General performance tips
Complete Resource Structure
Section titled “Complete Resource Structure”assets/modid/├── blockentities/│ └── magical_pedestal.json├── models/│ └── block/│ └── magical_pedestal.json├── textures/│ ├── block/│ │ ├── magical_pedestal.png│ │ ├── energy_field.png│ │ └── magic_runes.png│ └── item/└── sounds/ └── (optional sound effects)This comprehensive example demonstrates advanced block entity rendering with multiple visual effects, performance optimization through LOD systems, and extensive debugging capabilities, providing a complete reference for creating sophisticated block entity effects in Minecraft 26.1.