Aerodynamics4MC
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Realistic wind simulation using actual fluid dynamics — from global weather to per-block turbulence.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Aerodynamics4MC
Physically Simulated Wind for Minecraft
Real wind doesn't blow in a straight line.
Neither should Minecraft's.
✦ Not another wind mod.
Aerodynamics4MC replaces Minecraft's single, world‑wide "wind" value with a four‑layer atmospheric simulation — from planetary weather systems down to per‑block turbulence. Every breeze, gust, and eddy you see is computed on‑the‑fly using actual fluid dynamics, not pre‑recorded animations.
🔬 How It Works
A multi‑scale, server‑authoritative wind field that streams to the client for visual effects — no gimmicks, just physics.
| Layer | Grid | Description |
|---|---|---|
| 🌍 WorldDriver | event‑driven | Cyclones, convective clusters, tornado genesis, Rossby waves — large‑scale atmospheric phenomena |
| 🗺️ L0 | 41×41 (global) | Pressure field, geostrophic wind, terrain drag, roughness length |
| ⛰️ L1 | 33×33×8 (local) | Topographic effects, boundary‑layer shear, gap winds, building wakes |
| 💨 L2 (client‑only) | 32³ | Sub‑grid turbulence via Lattice‑Boltzmann (LBM) + Smagorinsky model. Drives particles (smoke, leaves, flames) with realistic vortex dynamics |
- L0 & L1 → calculated on the server, deterministic for everyone.
- L2 → purely visual, client‑side, required on demand by other mods. Zero network overhead, no gameplay impact.
🖥️ Server Core + Optional Client Add‑on
This Modrinth page provides the server‑side core of Aerodynamics4MC.
It handles all the physics and wind simulation — everything servers need to run the model.
To interact with the wind in‑game (e.g. measuring devices, visual tools, or gameplay items), check out the official client add‑on:
❓ Quick Answers
<details>
<summary>⚡ Does it lag?</summary>
Server‑side computation (L0+L1) is lighter than most terrain generation mods. The client L2 layer can be turned off or scaled down in the config — you're always in control.
</details>
<details>
<summary>☁️ Will it conflict with weather mods?</summary>
Generally no. Aerodynamics4MC acts as a wind provider — other mods can read the wind field through the API instead of relying on the static vanilla value.
</details>
🧩 For Modders & Developers
Aerodynamics4MC exposes a clean API so your own mods can react to realistic wind.
Source code and integration examples live at the Core Repository.
// Example: query the wind vector at any position
WindField field = AerodynamicsAPI.getWindField(level);
Vector3 wind = field.getWindAt(pos);
📂 Open Source
Found a bug? Have a crazy physics idea?
We welcome contributions and discussions on GitHub.
This project is licensed under the MIT License — build on it freely.
<sub>Wind is the atmosphere’s way of balancing pressure.
Now it balances your Minecraft world, too. 🌍</sub>
Now compatible with Create: Aeronaustics
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📦 What to Download
Core – The physics simulation. Required on every server and in single‑player.
Create: Aeronautics Compat – Want true flight physics? Angle of attack, lift/drag curves (Cl/Cd), and real aerodynamics for your aircraft? Then grab aerodynamics4mc-compat-create-aeronautics-*.jar. It’s the compatibility layer that connects the wind simulation to Create: Aeronautics.
Content Add‑on – Anemometers, sailboats, weather maps, wind vanes… download aerodynamics4mc-content-*.jar. This is the official content pack that lets you see and interact with the wind.
🔬 How It Works
A multi‑scale, server‑authoritative wind field that streams to the client for visual effects — no gimmicks, just physics.
| Layer | Grid | Description |
|---|---|---|
| 🌍 WorldDriver | event‑driven | Cyclones, convective clusters, tornado genesis, Rossby waves — large‑scale atmospheric phenomena |
| 🗺️ L0 | 41×41 (global) | Pressure field, geostrophic wind, terrain drag, roughness length |
| ⛰️ L1 | 33×33×8 (local) | Topographic effects, boundary‑layer shear, gap winds, building wakes |
| 💨 L2 (client‑only)(disabled by default) | 32³ | Sub‑grid turbulence via Lattice‑Boltzmann (LBM) + Smagorinsky model. Drives particles (smoke, leaves, flames) with realistic vortex dynamics |
L0 & L1 → calculated on the server, deterministic for everyone. L2 → purely visual, client‑side, required on demand by other mods. Zero network overhead, no gameplay impact.
✈️ Real Flight Physics — Create: Aeronautics Compat
The aerodynamics4mc-compat-create-aeronautics-*.jar replaces arcade-style flight with real aerodynamics. Your aircraft now responds to the live wind field, not just button inputs.
Real wing shapes – NACA 0012 (symmetrical, aerobatic), NACA 2412 (cambered, high lift), and flat plates are built in. Each has its own personality.
Angle of Attack (AoA) – The angle between your wing and the actual wind. Too little → no lift. Too much → stall and sudden drop. You must manage it constantly.
Lift & drag from real data – Cl (lift coefficient) and Cd (drag coefficient) are looked up from real NACA curves based on your current AoA and wing type. This determines exactly how hard the wind lifts and pushes your plane.
Stall dynamics – Exceed the critical AoA and lift collapses. The wind won't forgive bad piloting.
In short: the wind isn't decoration anymore. It lifts your wings, drags you back, and punishes steep angles. You fly in the wind, not through it.
Just install the compat jar on both server and client — no extra setup needed.
❓ Quick Answers
⚡ Does it lag?
Server‑side computation (L0+L1) is lighter than most terrain generation mods. The client L2 layer can be turned off or scaled down in the config — you're always in control.
☁️ Will it conflict with weather mods?
Generally no. Aerodynamics4MC acts as a wind provider — other mods can read the wind field through the API instead of relying on the static vanilla value.
🧩 For Modders & Developers
Aerodynamics4MC exposes a clean API so your own mods can react to realistic wind.
Source code and integration examples live at the Core Repository.
// Example: query the wind vector at any position
WindField field = AerodynamicsAPI.getWindField(level);
Vector3 wind = field.getWindAt(pos);
📂 Open Source
We welcome contributions and discussions on GitHub.
This project is licensed under the MIT License — build on it freely.
Wind is the atmosphere’s way of balancing pressure.
Now it balances your Minecraft world, too. 🌍
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