基本信息
我的世界Java版本
平台
搬运团队
搬运资源声明
对于可进行 JAR 文件搬运的许可证,我们提供站内下载服务;其他资源会跳转到原帖下载。资源更新可能不及时,建议前往资源内提供的原帖链接下载最新版本。
详情信息
更新日志
Wake storage rewrite
Replaced the per-Y-level quad-tree (with fixed-depth brick leaves) with a hash map that stores wake chunks directly. Simplifies data management and removes the rigid spatial hierarchy.
Single draw call rendering
Wake rendering now batches all geometry into one draw call per frame instead of one per brick. Wake chunks allocate regions in a shared texture atlas and upload their data there, enabling large-scale batching and significantly reducing draw overhead.
Larger shared texture atlas
All wake chunks now share a larger atlas instead of sequentially writing to a single small texture. Edge case where the atlas runs out of space is not fully handled yet.
Removed OpenGL draw calls
Rendering path no longer relies on direct OpenGL draw calls, improving forward compatibility and stability with newer Minecraft rendering updates.



