Reading the above you might've started wondering "What is a mesh generator?". This approach is wasteful because the mesh generator is being called for the same area multiple times rather than once for the whole nearby area. It then turns each one of these mesh faces into shapes and gives them back to Minecraft's collision engine.NoCubes' collision code then runs the mesh generator (Surface Nets by default) on that block and the surrounding blocks to get a list of mesh faces. ![]() For each nearby block, NoCubes redirects Minecraft's collision system's request for the block's collision shape to NoCubes' collision code. ![]() NoCubes changes the shape that the collision system sees for each block: If the player is inside the shape, it pushes the player out.For each block the engine gets its collision shape.Whenever you walk on terrain, Minecraft looks at the nearby blocks.you can walk on the smooth terrain, rather than on the original cubes). NoCubes changes Minecraft's terrain collisions to be smooth too (i.e. This feature only works when both the client and server have NoCubes installed. NoCubes adds its own code during the render engine’s 16x16x16 iteration to stop the engine rendering blocks that NoCubes has already rendered smooth.For each face it then finds the closest block, gets the model data for that block, gets the texture from that model data, calculates lighting, calculates coloring and puts that data into the render data (same thing as Minecraft does, except it uses the face position generated by the algorithm, not the model). NoCubes then uses the SurfaceNets smoothing algorithm to generate smooth faces for the blocks in the chunk. This code has access to the render data before any vanilla blocks have been rendered to it. NoCubes adds its own code in between the render data memory allocation and the block iteration.To build this render data Minecraft’s engine allocates some memory for this render data and then goes through (iterates) every block in the 16x16x16 area, gets the model for the block (which contains all the faces and textures to render), calculates light for the block, calculates colouring for the block and then puts this data for each face into the chunk render data it is building.The render data for each visible chunk is drawn to the screen every frame (but not recalculated each frame) Building the visual data for the entire chunk each frame would be inefficient so the visual data is built once when the chunk is loaded and only rebuilt when it changes (i.e.Minecraft renders 16x16x16 block sized ‘render chunks’ of your world.Here's how Minecraft's rendering system works: To remove a keybing, you press like you are going to assign a key then press the del key, not the backspace key.This feature works regardless of if the server has the mod installed or not.You can rebind each module in the settings by clicking keybind (at the bottom of each modules settings), and clicking the button you want to bind the module to.The settings consist of true or falses, (enable or disable), numbers (sliders to change the value of something), and modes (switches modes).Each category has different modules you may enable by left clicking, or right clicking to open up their settings.Once the clickgui is opened you will see a bunch of categorys, right click to open them up.The inital keybind for the clickgui is Left Alt.Drag the SpectClient.jar file that you downloaded earlier into the mods folder.minecraft -> mods (if there is no mods folder than you can add it yourself). Type %appdata% in your windows bar and enter. ![]()
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