![]() ![]() 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. ![]()
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