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lod system v2

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May 11, 2026
5:49

The dragons are fake. its actually parrots on your shoulder that happen to place a dragon model to where the dragons are supposed to be; i.e. if theres a dragon at x=0, z=140. the parrot will show a dragon model there. it only shows the 4 nearest dragons within your max_render_distance/2. so if you have a render distance w a radius of 500 chunks, the lod system will show the nearest 4 dragons within 250 chunks (no mf actually cranks up their render distance to the max, this was jus a ballpark guess). its only 4 cus I needed properties for coordinates (3) + rotation + high latency data + low latency data + flight_state_data + entity id so a total of 7 properties PER DRAGON. thats already 28 properties and the limit is 30 for a single entity (parrot). I could make it show unlimited dragons by adding more parrots but its already hovering near my 0.100 ms latency per function standard and i got addicted to the sisyphean pursuit of optimization; i hate that amount of latency from my very core. even tho minecraft allows for 10.000 ms for it to be considered "not lagging" and each tick is actually 50.000 ms alone. turns out manipulating Actor properties from multiple entities at once still incur significant latency even if its still the same value. like the script kept pasting the same flight state property over and over again which SHOULDNT COST ANYTHING since its just a property and its still the same value, BUT NO. so for single values, I just cache their previous values and compare against that then set the property if the previous value isn't the same as the current supposed output. this method is fine for single values but for vectors like coordinates and rotations It still incurred enough latency to reach above 0.100ms, so for those, I just cached the sum of their vectors then compared that instead. went from 5*4 comparisons to just 2*4. Its tiny as hell but it was enough to get it below 0.100. I was very proud of how I found that one out that im now coining it as a "vector hashmap" which is misleading but sounds metal as shit. It has the same output as some 1x1 coordinates in the world but that shouldn't be an issue since the dragons move more than 2 blocks at a time anyway and the coordinates are lerped in the client side, and the Minecraft world only goes as far as 60 million and adding 3 60 million values still couldn't reach JS's a billion and the system is designed to cater to values that can reach a trillion, so no issues on the backend aswell I think.

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lod system v2 | NatokHD