Compatibility
Minecraft: Java Edition
1.21.1
1.20.1
Platforms
Supported environments
Creators
Details
Licensed LGPL-3.0-only
Published 5 months ago
Updated yesterday
Changelog
Changelog ā Version 0.6.0
Features
- Implemented extended region file format to remove chunk size limits and enable automatic data pruning
- Added hot-map persistence architecture for instant body registration and lookup
- Introduced persistence flags for physics bodies and constraints
- Implemented Jolt-based modular powertrain system with transmission logic
- Added directional fluid flow vectors for advanced buoyancy simulation
- Added new
VxKeyMappingsystem with fallback display names for unbound keys - Added client-side callbacks for body registration lifecycle events
- Enabled automatic creation and deletion of empty region files
- Added CurseForge environment metadata support
Fixes
- Fixed multiple persistence race conditions causing missing or empty physics data
- Prevented native crashes by validating body existence before buoyancy locking
- Resolved Linux physics instability by replacing batch locking with sequential access
- Ensured inactive and non-dirty bodies persist correctly during chunk save and shutdown
- Fixed gravity desync in native buoyancy implementation
- Fixed terrain velocity prediction causing excessive chunk loading
- Corrected array bounds during body store reallocation
- Ensured synchronous snapshot creation to prevent data loss on shutdown
- Fixed file locking issues by introducing sequential I/O processor
- Fixed multiple edge cases in async persistence flush logic
Performance
- Overhauled network dispatcher with chunk-centric broadcasting and raw data streams
- Optimized physics update loop by removing integer autoboxing and map lookups
- Migrated terrain system to zero-allocation SoA snapshots with linear memory access
- Replaced map-based body stores with direct array indexing
- Implemented ThreadLocal pooling for network dispatch and physics updates
- Optimized buoyancy broad-phase using low-allocation flow sampling
- Optimized quaternion slerp by removing per-call object allocations
- Eliminated allocation churn in terrain tracker by reusing collections
- Optimized body state packet serialization to avoid temporary arrays
- Integrated native Jolt buoyancy implementation for near-zero GC overhead
Refactors
- Complete overhaul of physics persistence system for reliability and scalability
- Reworked persistence lifecycle to align with EntityStorage architecture
- Removed VxPhysicsConfig and hardcoded simulation constants for determinism
- Restructured and optimized native library loading mechanism
- Overhauled vehicle architecture with modular component-based design
- Migrated vehicle synchronization to unified
VxVehicleStatemodel - Reorganized Java package structure to match modern conventions
- Removed obsolete batching limits from network configuration
- Removed redundant and unused persistence and storage fields
- Removed issue templates to keep repository minimalist
Build & Dependencies
- Updated Jolt JNI to version 3.5.2
- Moved native extraction to processResources in vx-native
- Simplified build pipeline and removed obsolete mixins
- Cleaned up platform-specific build logic
- Improved resource packaging and extraction stability
Documentation
- Updated and standardized Javadoc across physics and vehicle systems
- Added license attribution headers to source files
- Improved naming consistency and code-level documentation
Files
Metadata
Release channel
BetaVersion number
0.6.0Loaders
Game versions
1.21.1Environment
Client and server, required on both
Downloads
16Publication date
February 1, 2026 at 10:24 PMPublisher

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