minecraft-renderer 0.1.80 → 0.1.81

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package/README.md CHANGED
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  ![Minecraft Renderer](./logo.webp)
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- A modular Minecraft world renderer with Three.js WebGL 2 backend. Designed for performance testing, experimentation, and integration into Minecraft clients.
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+ One of the best Minecraft world rendererers implemented from scratch. Uses Three.js WebGL 2 backend. Designed for performance testing, experimentation, and integration into Minecraft clients or other use cases for game world display.
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+ Features:
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+ - 💡 Full-featured: hand, third-person view, entities, debug features and even more!
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+ - ⚡️ Leverages all available WebGL 2 and WASM world meshing for the maximum performance
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+ - 📦 Implemented from scratch; small bundle size and runtime footprint
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+ - ⚙️ Easily customizable: modular architecture with Three.js API
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+ ## Implemented Features
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+ - WASM mesher workers (default path) with legacy JS mesher fallback
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+ - Instanced shader-cube rendering for full blocks (`GlobalBlockBuffer`, one GPU draw)
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+ - Global legacy geometry buffer for models/stairs/slabs (merged indexed mesh, opaque + blend passes)
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+ - Block and sky lighting, smooth lighting, and vanilla vs high-contrast (default) face shading (`vanillaLook`)
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+ - Signs, banners, skulls, and other block-entity overlays
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+ - Entities: players with skins & animations, mobs, items, armor, text/item display
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+ - Day cycle, skybox, starfield, rain, fireworks
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+ - Third-person camera, view bobbing, holding block / hand
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+ - Optional off-thread graphics backend (render in a worker!)
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+ - Smooth lighting (lighting data has to be provided)
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+ ### Browser support
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+ **Requires WebGL 2.0.** WebGL 1 is not supported as a full-feature path (shader cubes and several block shaders need WebGL2).
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+ | Browser | Minimum version |
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+ | -------------------- | --------------- |
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+ | Chrome / Chromium | 56+ |
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+ | Firefox | 51+ |
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+ | Edge | 79+ (Chromium) |
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+ | Safari (macOS / iOS) | 15.3+ |
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+ | Opera | 43+ |
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+ **Not supported:** Safari before 15.
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+ Optional extensions (`WEBGL_multi_draw`, instanced base vertex) improve draw-call batching when present; the renderer falls back to capped multi-draw loops when they are missing.
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  ## Architecture Overview
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