You are browsing as a guest. Sign up (or log in) to start making projects!

linqfy

@linqfy

Joined June 5th, 2026

  • 3Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
Open comments for this post

1h 11m 46s logged

Devlog #3 - Multi-planet rendering + LOD

I made some massive rendering breakthroughs today. The main goal was getting multiple planets working in the 3D world without tanking the GPU. I built a system that lets me add as many planets as I want, tweak their colors, and set their exact positions.

Performance is a big priority, so I implemented a custom Level of Detail (LOD) system. When you are far away, the mod swaps the planet for a low-poly version that keeps the textures intact. As you fly closer, it dynamically cranks up the polygon count so it rounds out into a high-quality sphere. It saves a ton of rendering overhead.

I did run into some weird graphical glitches. At one point, the planets were following the camera around the screen instead of staying fixed in the world, and looking at them from certain angles turned them into morphing blobs.

It took some digging, but I figured out it was a mix of matrix projection issues and backface culling deleting half the triangles. I manually reconstructed the model-view matrix from the camera’s rotation to get the world translations plotting perfectly, and disabled culling during the planet render passes so the spheres stay solid.

Everything is pushed and working great now. I finally have a sky filled with actual 3D planets you can fly towards.

Devlog #3 - Multi-planet rendering + LOD

I made some massive rendering breakthroughs today. The main goal was getting multiple planets working in the 3D world without tanking the GPU. I built a system that lets me add as many planets as I want, tweak their colors, and set their exact positions.

Performance is a big priority, so I implemented a custom Level of Detail (LOD) system. When you are far away, the mod swaps the planet for a low-poly version that keeps the textures intact. As you fly closer, it dynamically cranks up the polygon count so it rounds out into a high-quality sphere. It saves a ton of rendering overhead.

I did run into some weird graphical glitches. At one point, the planets were following the camera around the screen instead of staying fixed in the world, and looking at them from certain angles turned them into morphing blobs.

It took some digging, but I figured out it was a mix of matrix projection issues and backface culling deleting half the triangles. I manually reconstructed the model-view matrix from the camera’s rotation to get the world translations plotting perfectly, and disabled culling during the planet render passes so the spheres stay solid.

Everything is pushed and working great now. I finally have a sky filled with actual 3D planets you can fly towards.

Replying to @linqfy

0
1
Open comments for this post

16m 15s logged

Devlog #2 - Planets Are No Longer Fake (Prev devlog was a billboard test lmao)

Got the first 3D planets rendering in-game today.

My original plan was to render planets as simple quads facing the camera, but I realized that would become a nightmare once I wanted proper depth, spinning textures, or atmospheric effects. Instead, I wrote a UV sphere mesh generator using Minecraft’s Tesselator and now planets are rendered as actual 3D geometry.

The nice part is that planets naturally intersect with the world and correctly handle depth occlusion without any special tricks. The tradeoff is a higher polygon count, but that’s easy to control through sphere subdivisions and should be plenty fast for distant celestial bodies.

The screenshot is still using placeholder colors and a debug UI, but seeing a real planet hanging in the sky for the first time was a pretty cool milestone.

Devlog #2 - Planets Are No Longer Fake (Prev devlog was a billboard test lmao)

Got the first 3D planets rendering in-game today.

My original plan was to render planets as simple quads facing the camera, but I realized that would become a nightmare once I wanted proper depth, spinning textures, or atmospheric effects. Instead, I wrote a UV sphere mesh generator using Minecraft’s Tesselator and now planets are rendered as actual 3D geometry.

The nice part is that planets naturally intersect with the world and correctly handle depth occlusion without any special tricks. The tradeoff is a higher polygon count, but that’s easy to control through sphere subdivisions and should be plenty fast for distant celestial bodies.

The screenshot is still using placeholder colors and a debug UI, but seeing a real planet hanging in the sky for the first time was a pretty cool milestone.

Replying to @linqfy

0
1
Open comments for this post

1h 40m 6s logged

Devlog #1 - Project Setup Complete

Started work on a Minecraft space exploration mod for NeoForge, inspired by Outer Wilds in Minecraft.

Today was mostly project setup: getting NeoForge configured, integrating Create Aeronautics/Sable, and setting up Veil for rendering. Most of the time was spent making dependencies play nicely together and fixing configuration issues before I could even think about writing code (Big headache here).

Not much to show yet, but the foundation is finally in place and I can start working on the actual fun stuff: planets, exploration mechanics, and more.

Looking forward to seeing where this project goes.

Devlog #1 - Project Setup Complete

Started work on a Minecraft space exploration mod for NeoForge, inspired by Outer Wilds in Minecraft.

Today was mostly project setup: getting NeoForge configured, integrating Create Aeronautics/Sable, and setting up Veil for rendering. Most of the time was spent making dependencies play nicely together and fixing configuration issues before I could even think about writing code (Big headache here).

Not much to show yet, but the foundation is finally in place and I can start working on the actual fun stuff: planets, exploration mechanics, and more.

Looking forward to seeing where this project goes.

Replying to @linqfy

0
1

Followers

Loading…