
Lomka
A less powerful optimization mod. Performs various optimizations: chunks, culling, opengl, nbt and network.
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Removed:
- Texture decode off-thread (LazyLoadedImageOffThreadMixin, virtual threads)
- Network compression buffer reuse (CompressionDecoderDirectInputReuseMixin)
- Shader program binary cache (config)
- LomkaConfigScreen (in-game config UI, 272 lines)
- CullingContext record
- AOT cache / compact headers logging
- UploadSizedRunnable (dead code)
Updated:
- EntityCullingMixin: removed 3 unused fields (~24 bytes saved per entity)
- LevelRendererAccess: removed dead method isSectionCompiledAndVisible
- EntityRendererCullingMixin: camera hash now uses hash3 (better distribution)
- FrustumMixin: infinite loop replaced with 256 iteration cap (fixes freezes)
- GL caches: call GL11 directly instead of GlStateManager (faster)
- GlRenderPassReuseMixin: collection clearing at HEAD instead of TAIL
- clientTickCullIncludeDisplay: false → true by default
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26.1 release
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Release: 0.2.0 Added:
- NeoForge support (now works on Fabric + NeoForge)
- Virtual threads for texture decoding (less stutter)
- New entity culling system (2 mixins)
- 5 new render mixins + accessors
- Config options (Java 25+, culling, network)
Removed:
- GLDeviceCacheMixin (1 mixin)
Changed:
- Core logic restructured (LomkaCore)
- Section visibility cache (no longer resets every frame)
- Network compression (reused buffers for less memory usage)
- Math calculations optimized (fma usage)
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Опубликован:4 месяца назад
Обновлён:2 месяца назад
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