Why DC Render API is a top-tier mod mod for Minecraft 1.21.1
Developed by the talented creator Yifei, DC Render API stands out as a highly recommended selection for your Minecraft client. It is fully optimized, compatibility-tested, and brings a major upgrade to the gameplay experience in Minecraft version 1.21.1.
βοΈ Quick Resource Specs
| Mod Creator | Yifei |
| Latest Version | 1.21.1 |
| Supported Game Versions | 1.21.1, 1.20.1 |
| File Size | 393.77 KB |
| Last Updated | |
| Total Downloads | 283 downloads |
DC Render API
DC Render API is a Minecraft Forge mod that provides advanced particle rendering and animation systems, offering powerful particle effect creation tools for mod developers.
跳转θ³δΈζδ»η»οΌ README.md
Features
Core Features
- Controllable Particle System: Create and manage controllable particle instances
- Particle Animation System: Built-in multiple preset animation effects and timeline system
- Server-side Particle Synchronization: Achieve particle state synchronization between client and server
- Particle Group Management: Batch management of particle effects
- Particle Emitter System: Create and manage particle emission sources
- Particle Style System: Customize particle appearance and behavior
- Barrage System: Create complex barrage effects
- Display Entity System: Manage and render display entities
- Effect System: Combine multiple particle and animation effects
- Event System: Respond to game events and particle lifecycle
- Noise System: Generate natural random effects
Animation Effects
- Circular orbit animation
- Spiral orbit animation
- Wave motion animation
- Random walk animation
- Ease animation
- Timeline animation
- Combined animation
Project Structure
DC Render API/
βββ src/
β βββ main/
β βββ java/com/qituo/dcrapi/
β β βββ DcRenderApi.java # Main mod class
β β βββ network/ # Network related classes
β β β βββ DcRenderApiNetwork.java # Network packet registration
β β β βββ ParticleGroupPacket.java # Particle group synchronization packet
β β β βββ ParticleSyncPacket.java # Particle synchronization packet
β β βββ particles/ # Particle related classes
β β β βββ emitters/ # Particle emitters
β β β β βββ ParticleEmitter.java # Particle emitter interface
β β β β βββ ParticleEmitterManager.java # Particle emitter manager
β β β βββ style/ # Particle styles
β β β β βββ ParticleStyle.java # Particle style interface
β β β β βββ ParticleStyleManager.java # Particle style manager
β β β βββ ClientParticleGroupManager.java # Client particle group management
β β β βββ ControlableParticle.java # Controllable particle interface
β β β βββ DcRenderApiParticleManager.java # Particle manager
β β β βββ ParticleAnimationExample.java # Particle animation examples
β β β βββ ServerParticleGroup.java # Server-side particle group
β β β βββ ServerParticleGroupManager.java # Server-side particle group management
β β βββ platform/ # Platform related classes
β β βββ DcRenderApiServices.java # Service interface
β βββ kotlin/com/qituo/dcrapi/ # Kotlin implementation
β βββ animation/ # Animation system
β β βββ timeline/ # Timeline system
β β β βββ DoubleConstTimeAnimator.kt
β β β βββ Ease.kt
β β β βββ Eases.kt
β β β βββ Timeline.kt
β β β βββ ValueConstTimeAnimator.kt
β β βββ Animate.kt
β β βββ AnimateManager.kt
β βββ barrages/ # Barrage system
β β βββ Barrage.kt
β β βββ BarrageManager.kt
β βββ color/ # Color system
β β βββ Color.kt
β βββ config/ # Configuration system
β β βββ Config.kt
β β βββ ConfigManager.kt
β βββ display/ # Display entity system
β β βββ DisplayEntity.kt
β β βββ DisplayEntityManager.kt
β βββ effects/ # Effect system
β β βββ Effect.kt
β β βββ EffectManager.kt
β βββ event/ # Event system
β β βββ Event.kt
β β βββ EventBus.kt
β β βββ Events.kt
β βββ math/ # Math utilities
β β βββ Vec3.kt
β βββ noise/ # Noise system
β β βββ Noise.kt
β β βββ PerlinNoise.kt
β βββ particles/ # Particle system
β β βββ emitters/ # Particle emitter implementation
β β β βββ BasicParticleEmitter.kt
β β βββ style/ # Particle style implementation
β β β βββ BasicParticleStyle.kt
β β βββ ParticleAnimation.kt # Particle animation implementation
β βββ render/ # Render system
β β βββ Render.kt
β β βββ RenderManager.kt
β βββ shapes/ # Shape system
β βββ Circle.kt
β βββ Shape.kt
βββ build.gradle # Gradle build file
βββ gradle.properties # Gradle properties
βββ settings.gradle # Gradle settings
Quick Start
Requirements
- Minecraft 1.20.1+
- Forge 47.4.17+
- Java 17+
Installation
- Place the mod JAR file into the
modsfolder of your Minecraft game directory - Start the game, and the mod will load automatically
API Usage Examples
Creating Controllable Particles
import com.qituo.dcrapi.particles.DcRenderApiParticleManager;
import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.world.phys.Vec3;
// Create a controllable particle
Vec3 position = new Vec3(0, 0, 0);
int particleId = DcRenderApiParticleManager.createParticle(
ParticleTypes.FLAME,
ParticleTypes.FLAME.get(),
position
);
Using Particle Animations
import com.qituo.dcrapi.particles.ParticleAnimation;
import net.minecraft.world.phys.Vec3;
// Create circular orbit animation
Vec3 center = new Vec3(0, 0, 0);
Vec3 animatedPosition = ParticleAnimation.createCircleOrbit(
center, // Center point
2.0, // Radius
0.1, // Speed
tick // Current tick
);
// Create spiral orbit animation
Vec3 spiralPosition = ParticleAnimation.createSpiralOrbit(
center, // Center point
1.0, // Radius
3.0, // Height
0.1, // Speed
tick // Current tick
);
Server-side Particles
import com.qituo.dcrapi.particles.DcRenderApiParticleManager;
import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.phys.Vec3;
// Create server-side particle
ServerLevel level = ...;
Vec3 position = new Vec3(0, 0, 0);
DcRenderApiParticleManager.createServerParticle(
level,
ParticleTypes.FLAME,
ParticleTypes.FLAME.get(),
position
);
Particle Group Management
Creating Particle Groups
import com.qituo.dcrapi.particles.ServerParticleGroupManager;
import net.minecraft.world.phys.Vec3;
// Create particle group
Vec3 position = new Vec3(0, 0, 0);
int groupId = ServerParticleGroupManager.createGroup(position);
// Add particle to group
ServerParticleGroupManager.addParticleToGroup(
groupId,
ParticleTypes.FLAME,
ParticleTypes.FLAME.get()
);
// Start group animation
ServerParticleGroupManager.startGroupAnimation(
groupId,
"circle", // Animation type
2.0, // Radius
0.1 // Speed
);
Particle Emitter System
Creating Particle Emitters
import com.qituo.dcrapi.particles.emitters.ParticleEmitterManager;
import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.world.phys.Vec3;
// Create particle emitter
Vec3 position = new Vec3(0, 0, 0);
int emitterId = ParticleEmitterManager.createEmitter(
position,
ParticleTypes.FLAME,
10, // Particles per second
2.0 // Particle speed
);
// Start emitter
ParticleEmitterManager.startEmitter(emitterId);
// Stop emitter
ParticleEmitterManager.stopEmitter(emitterId);
Particle Style System
Creating Custom Particle Styles
import com.qituo.dcrapi.particles.style.ParticleStyleManager;
import net.minecraft.world.phys.Vec3;
// Create particle style
int styleId = ParticleStyleManager.createStyle(
1.0, // Size
0.5, // Alpha
new Vec3(1, 0, 0), // Color (red)
2.0 // Lifetime
);
// Apply style to particle
ParticleStyleManager.applyStyleToParticle(particleId, styleId);
Barrage System
Creating Barrages
import com.qituo.dcrapi.barrages.BarrageManager;
import net.minecraft.world.phys.Vec3;
// Create barrage
Vec3 position = new Vec3(0, 0, 0);
int barrageId = BarrageManager.createBarrage(
position,
"circle", // Barrage type
10, // Barrage count
2.0, // Barrage speed
1.0 // Barrage radius
);
// Start barrage
BarrageManager.startBarrage(barrageId);
Timeline Animation
Creating Timeline Animations
import com.qituo.dcrapi.animation.timeline.Timeline;
import com.qituo.dcrapi.animation.timeline.Eases;
import net.minecraft.world.phys.Vec3;
// Create timeline
Timeline timeline = new Timeline();
// Add position animation
Vec3 startPos = new Vec3(0, 0, 0);
Vec3 endPos = new Vec3(10, 5, 0);
timeline.addPositionAnimation(
startPos,
endPos,
200, // Duration (ticks)
Eases.easeInOutCubic // Ease function
);
// Add scale animation
timeline.addScaleAnimation(
1.0,
2.0,
200,
Eases.easeOutBounce
);
// Start timeline
timeline.start();
Effect System
Creating Composite Effects
import com.qituo.dcrapi.effects.EffectManager;
import net.minecraft.world.phys.Vec3;
// Create effect
Vec3 position = new Vec3(0, 0, 0);
int effectId = EffectManager.createEffect(position);
// Add particle to effect
EffectManager.addParticleToEffect(effectId, ParticleTypes.FLAME);
// Add animation to effect
EffectManager.addAnimationToEffect(effectId, "spiral", 2.0, 0.1);
// Start effect
EffectManager.startEffect(effectId);
Development Guide
Dependency Configuration
Add the following dependency to your mod's build.gradle file:
dependencies {
implementation fg.deobf("com.qituo:dcrapi:1.0.0")
}
Registering Particle Types
import com.qituo.dcrapi.particles.DcRenderApiParticleManager;
import net.minecraft.core.particles.SimpleParticleType;
import net.minecraftforge.registries.RegistryObject;
// Register custom particle type
public static final RegistryObject<SimpleParticleType> CUSTOM_PARTICLE =
DcRenderApiParticleManager.PARTICLE_TYPES.register(
"custom_particle",
() -> new SimpleParticleType(false)
);
Custom Particle Emitters
import com.qituo.dcrapi.particles.emitters.ParticleEmitter;
import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.world.phys.Vec3;
// Create custom particle emitter
public class CustomEmitter implements ParticleEmitter {
private Vec3 position;
private int particleCount;
public CustomEmitter(Vec3 position, int particleCount) {
this.position = position;
this.particleCount = particleCount;
}
@Override
public void emit() {
// Custom emission logic
for (int i = 0; i < particleCount; i++) {
// Calculate emission position
Vec3 emitPos = position.add(
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2
);
// Emit particle
// Here you can use DcRenderApiParticleManager.createParticle
}
}
@Override
public void update() {
// Custom update logic
}
@Override
public boolean isAlive() {
// Custom alive logic
return true;
}
}
Custom Particle Styles
import com.qituo.dcrapi.particles.style.ParticleStyle;
import net.minecraft.world.phys.Vec3;
// Create custom particle style
public class CustomStyle implements ParticleStyle {
private float size;
private float alpha;
private Vec3 color;
private float lifetime;
public CustomStyle(float size, float alpha, Vec3 color, float lifetime) {
this.size = size;
this.alpha = alpha;
this.color = color;
this.lifetime = lifetime;
}
@Override
public float getSize() {
return size;
}
@Override
public float getAlpha() {
return alpha;
}
@Override
public Vec3 getColor() {
return color;
}
@Override
public float getLifetime() {
return lifetime;
}
@Override
public void update() {
// Custom update logic
size *= 0.99f;
alpha *= 0.95f;
}
}
Custom Animations
import com.qituo.dcrapi.animation.Animate;
import net.minecraft.world.phys.Vec3;
// Create custom animation
public class CustomAnimation implements Animate {
private Vec3 startPos;
private Vec3 endPos;
private int duration;
private int ticks;
public CustomAnimation(Vec3 startPos, Vec3 endPos, int duration) {
this.startPos = startPos;
this.endPos = endPos;
this.duration = duration;
this.ticks = 0;
}
@Override
public Vec3 animate() {
float progress = (float) ticks / duration;
progress = Math.min(progress, 1.0f);
// Custom animation logic
return startPos.add(endPos.subtract(startPos).scale(progress));
}
@Override
public boolean isDone() {
return ticks >= duration;
}
@Override
public void tick() {
ticks++;
}
}
License
This project is licensed under the QSUP License. See the LICENSE.md file for details.
Contributing
Welcome to submit Issues and Pull Requests to improve this project!
Contact
- GitHub: 19136644525lxy/DC-Render-API
The Ultimate Guide to DC Render API
If you are exploring the vast world of Minecraft modifications, DC Render API by Yifei is a standout mod that deserves your attention. With over 283 downloads, it has become a staple for players looking to enhance their experience. As the creator describes it, this project is "DC Render API: Custom graphics API powering exclusive visual effects for Dragon Curse Chronicles.". Whether you are a veteran builder constructing massive cities, or simply a casual player looking to upgrade your survival world, this guide will provide you with all the essential details on how DC Render API alters the game.
What Makes It Special?
Unlike standard mods that simply alter superficial elements, DC Render API introduces a wide array of visual and mechanical features designed to seamlessly blend into the vanilla aesthetic. Yifei has clearly spent significant time refining the project to ensure that every aspect feels polished and responsive for version 1.21.1.
Installation Guide
Getting DC Render API up and running is straightforward. Follow these step-by-step instructions:
- Verify Your Version: Ensure your Minecraft launcher is set to version 1.21.1.
- Install Mod Loader (if required): If this is a mod, download the compatible loader (Forge, Fabric, NeoForge).
- Download the File: Click the secure download button above to retrieve the official file from CurseForge.
- Move the File: Place the downloaded file into your `mods`, `shaderpacks`, or `resourcepacks` folder depending on the mod type.
- Launch and Enjoy: Open Minecraft, navigate to the respective settings menu, and activate DC Render API.
Compatibility & Performance
Compatibility is robust. DC Render API is designed specifically for version 1.21.1, taking full advantage of the latest engine optimizations. During typical gameplay, this addition maintains a stable frame rate, though lower-end laptops might experience slight stuttering. We recommend pairing this with performance boosters like Sodium or Iris to guarantee a silky-smooth experience.
