Your First Renderer
Your First Renderer
Section titled “Your First Renderer”This tutorial walks you through creating your first custom entity renderer from start to finish. We’ll build a simple glowing orb entity that demonstrates all the core concepts you need to understand.
Prerequisites
Section titled “Prerequisites”- Complete Introduction to Minecraft 26.1 Rendering
- Read Fabric Registration Guide
- Have a basic Fabric mod project set up
Step 1: Create the Entity Class
Section titled “Step 1: Create the Entity Class”Let’s start with a simple entity class:
// Example: Simple glowing orb entitypublic class GlowingOrbEntity extends Entity { private float glowIntensity = 1.0f; private Color glowColor = Color.WHITE;
public GlowingOrbEntity(EntityType<? extends GlowingOrbEntity> entityType, Level level) { super(entityType, level); }
@Override public void tick() { super.tick();
// Simple pulsing animation this.glowIntensity = 0.8f + 0.2f * Mth.sin(this.tickCount * 0.1f);
// Randomly change color occasionally if (this.level.isClientSide && this.tickCount % 60 == 0) { float r = this.random.nextFloat(); float g = this.random.nextFloat(); float b = this.random.nextFloat(); this.glowColor = new Color(r, g, b); } }
public float getGlowIntensity() { return glowIntensity; }
public Color getGlowColor() { return glowColor; }}Step 2: Register the Entity
Section titled “Step 2: Register the Entity”// Example: Entity registrationpublic class MyModEntities { public static final String MOD_ID = "firstrenderer";
public static final EntityType<GlowingOrbEntity> GLOWING_ORB = Registry.register(Registries.ENTITY_TYPE, new ResourceLocation(MOD_ID, "glowing_orb"), EntityType.Builder.of(GlowingOrbEntity::new, MobCategory.MISC) .sized(0.5f, 0.5f) .clientTrackingRange(32) .fireImmune() .build("glowing_orb"));
public static void register() { // Entity registration happens in static initialization }}Step 3: Create the Model
Section titled “Step 3: Create the Model”For this simple entity, we’ll use a basic model:
// Example: Simple orb modelpublic class GlowingOrbModel extends EntityModel<GlowingOrbEntity> { public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation(new ResourceLocation(MyModEntities.MOD_ID, "glowing_orb"), "main");
private final ModelPart orb;
public GlowingOrbModel(ModelPart root) { this.orb = root.getChild("orb"); }
public static LayerDefinition createBodyLayer() { MeshDefinition meshDefinition = new MeshDefinition(); PartDefinition partDefinition = meshDefinition.getRoot();
// Create a simple sphere-like orb partDefinition.addOrReplaceChild("orb", CubeListBuilder.create() .texOffs(0, 0) .addBox(-0.25f, -0.25f, -0.25f, 0.5f, 0.5f, 0.5f), PartPose.ZERO);
return LayerDefinition.create(meshDefinition, 16, 16); }
@Override public void setupAnim(GlowingOrbEntity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) { // Simple floating animation float bobAmount = Mth.sin(ageInTicks * 0.1f) * 0.1f; this.orb.y = bobAmount;
// Slow rotation this.orb.yRot = ageInTicks * 0.05f; }
@Override public void renderToBuffer(PoseStack poseStack, VertexConsumer consumer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) {
this.orb.render(poseStack, consumer, packedLight, packedOverlay, red, green, blue, alpha); }}Step 4: Create the Renderer
Section titled “Step 4: Create the Renderer”This is the main rendering logic:
// Example: Simple glowing orb rendererpublic class GlowingOrbRenderer extends EntityRenderer<GlowingOrbEntity> { private static final ResourceLocation GLOWING_ORB_TEXTURE = new ResourceLocation(MyModEntities.MOD_ID, "textures/entity/glowing_orb.png");
private final GlowingOrbModel model;
public GlowingOrbRenderer(EntityRendererProvider.Context context) { super(context); this.model = new GlowingOrbModel(context.bakeLayer(GlowingOrbModel.LAYER_LOCATION)); }
@Override public void render(GlowingOrbEntity entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) {
poseStack.pushPose();
// Position the entity at eye level poseStack.translate(0.0, entity.getBbHeight() * 0.5, 0.0);
// Apply rotation to face player poseStack.mulPose(Axis.YP.rotationDegrees(-entityYaw));
// Get entity properties for rendering float glowIntensity = entity.getGlowIntensity(); Color glowColor = entity.getGlowColor();
// Render main orb with entity color and glow intensity this.model.renderToBuffer(poseStack, bufferSource.getBuffer(RenderType.entityCutout(getTextureLocation(entity))), packedLight, OverlayTexture.NO_OVERLAY, glowColor.getRed() / 255.0f * glowIntensity, glowColor.getGreen() / 255.0f * glowIntensity, glowColor.getBlue() / 255.0f * glowIntensity, 1.0f);
// Add glow effect with additive blending renderGlowEffect(entity, partialTick, poseStack, bufferSource);
poseStack.popPose(); }
private void renderGlowEffect(GlowingOrbEntity entity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource) {
// Create a translucent render type for glow VertexConsumer glowConsumer = bufferSource.getBuffer(RenderType.entityTranslucent(getTextureLocation(entity)));
// Scale up slightly for glow effect poseStack.scale(1.5f, 1.5f, 1.5f);
// Use full brightness for glow int glowLight = 0xF000F0;
// Render semi-transparent glow layer this.model.renderToBuffer(poseStack, glowConsumer, glowLight, OverlayTexture.NO_OVERLAY, 1.0f, 1.0f, 1.0f, entity.getGlowIntensity() * 0.3f); }
@Override public ResourceLocation getTextureLocation(GlowingOrbEntity entity) { return GLOWING_ORB_TEXTURE; }
// Make the entity always fully bright @Override protected int getBlockLightLevel(GlowingOrbEntity entity, BlockPos blockPos) { return 15; }}Step 5: Register Model Layer and Renderer
Section titled “Step 5: Register Model Layer and Renderer”// Example: Register model layer and rendererpublic class MyModRenderers { public static void registerModelLayers() { EntityModelLayerRegistry.registerModelLayer(GlowingOrbModel.LAYER_LOCATION, GlowingOrbModel::createBodyLayer); }
public static void registerEntityRenderers() { EntityRendererRegistry.register(MyModEntities.GLOWING_ORB, GlowingOrbRenderer::new); }}Step 6: Create Client and Server Entry Points
Section titled “Step 6: Create Client and Server Entry Points”// Example: Main mod classpublic class FirstRendererMod implements ModInitializer { public static final String MOD_ID = "firstrenderer"; public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);
@Override public void onInitialize() { LOGGER.info("Initializing First Renderer Mod");
// Register entities MyModEntities.register(); }}// Example: Client mod classpublic class FirstRendererModClient implements ClientModInitializer { @Override public void onInitializeClient() { FirstRendererMod.LOGGER.info("Initializing client side");
// Register renderers and model layers MyModRenderers.registerModelLayers(); MyModRenderers.registerEntityRenderers(); }}Step 7: Create Texture and Model Files
Section titled “Step 7: Create Texture and Model Files”Create the following resource files:
Texture File
Section titled “Texture File”src/main/resources/assets/firstrenderer/textures/entity/glowing_orb.png
- 16x16 pixel texture for the orb
- Can be white for full color control, or have a base pattern
Model File
Section titled “Model File”src/main/resources/assets/firstrenderer/models/entity/glowing_orb.json
{ "texturewidth": 16, "textureheight": 16, "elements": [ { "from": [-0.25, -0.25, -0.25], "to": [0.25, 0.25, 0.25], "faces": { "north": {"uv": [0, 0, 8, 8], "texture": "#0"}, "east": {"uv": [8, 0, 16, 8], "texture": "#0"}, "south": {"uv": [0, 8, 8, 16], "texture": "#0"}, "west": {"uv": [8, 8, 16, 16], "texture": "#0"}, "up": {"uv": [0, 0, 8, 8], "texture": "#0"}, "down": {"uv": [8, 0, 16, 8], "texture": "#0"} } } ], "display": { "head": { "translation": [0, 0, 0], "scale": [0.5, 0.5, 0.5] } }}Fabric Mod Configuration
Section titled “Fabric Mod Configuration”src/main/resources/fabric.mod.json
{ "schemaVersion": 1, "id": "firstrenderer", "version": "1.0.0", "name": "First Renderer Example", "description": "Example mod with custom entity renderer", "authors": ["YourName"], "license": "MIT", "environment": "*", "entrypoints": { "main": [ "com.example.firstrenderer.FirstRendererMod" ], "client": [ "com.example.firstrenderer.FirstRendererModClient" ] }, "depends": { "fabricloader": ">=0.14.0", "fabric-api": "*", "minecraft": "~1.26.1", "java": ">=17" }}Testing Your Renderer
Section titled “Testing Your Renderer”1. Spawn the Entity
Section titled “1. Spawn the Entity”Use a command or event to spawn your entity:
// Example: Command to spawn entity (simplified)public class SpawnOrbCommand { public static int register(CommandDispatcher<CommandSourceStack> dispatcher) { return Commands.literal("spawnorb") .requires(source -> source.hasPermission(2)) .executes(context -> { ServerPlayer player = context.getSource().getPlayerOrException(); GlowingOrbEntity orb = new GlowingOrbEntity(MyModEntities.GLOWING_ORB, player.level); orb.moveTo(player.position()); player.level.addFreshEntity(orb); return 1; }) .register(dispatcher); }}2. Debug Common Issues
Section titled “2. Debug Common Issues”// Example: Debug rendererpublic class GlowingOrbRenderer extends EntityRenderer<GlowingOrbEntity> { private static boolean DEBUG_MODE = false;
@Override public void render(GlowingOrbEntity entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) {
if (DEBUG_MODE) { // Render bounding box for debugging renderDebugBounds(entity, poseStack, bufferSource); }
// Normal rendering... }
private void renderDebugBounds(GlowingOrbEntity entity, PoseStack poseStack, MultiBufferSource bufferSource) { VertexConsumer debugConsumer = bufferSource.getBuffer(RenderType.lines()); AABB bb = entity.getBoundingBox();
// Render wireframe box // (Implementation omitted for brevity) }}Understanding the Renderer Pattern
Section titled “Understanding the Renderer Pattern”Key Components
Section titled “Key Components”- Entity Class: Contains the game logic and data
- Model Class: Defines the 3D shape and animations
- Renderer Class: Handles the actual drawing logic
- Registration: Connects all components together
Rendering Flow
Section titled “Rendering Flow”- Minecraft calls your entity’s
tick()method for updates - Game calls your renderer’s
render()method each frame - Renderer applies transformations, selects render type, and calls model
- Model renders vertices to the provided vertex consumer
- Blaze3D handles the rest (shader binding, drawing, etc.)
Common Issues and Solutions
Section titled “Common Issues and Solutions”Entity Not Appearing
Section titled “Entity Not Appearing”- Check Registration: Ensure entity, renderer, and model layer are all registered
- Verify Texture: Make sure texture path is correct and file exists
- Check Render Type: Ensure you’re using appropriate render type
Texture Problems
Section titled “Texture Problems”- File Path: Verify texture is in correct assets folder
- Resource Location: Ensure MOD_ID matches folder structure
- Image Format: Use PNG format with power-of-2 dimensions
Animation Issues
Section titled “Animation Issues”- Use Partial Ticks: Always use partial ticks for smooth animations
- Check Time Values: Verify you’re using correct time units
- Transform Order: Apply transformations in correct order
Next Steps
Section titled “Next Steps”- Custom Entity Renderer Example - Advanced entity renderer with LOD and effects
- Resource Management - Working with buffers and textures
- Render Types - Understanding render type configurations
- Shader Pipeline - Working with custom shaders
Complete Working Example
Section titled “Complete Working Example”This example demonstrates the complete entity rendering pipeline:
- ✅ Entity creation and registration
- ✅ Model definition with animations
- ✅ Renderer with custom effects
- ✅ Proper Fabric integration
- ✅ Texture and resource management
- ✅ Debugging and troubleshooting
You can build on this foundation to create more complex rendering effects like particles, custom shaders, and advanced animations.