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Fast Static Entity
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Reduces client-side rendering overhead by reusing cached render states for static decorative entities instead of rebuilding them every frame.
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Runs entirely on the client. Works on vanilla servers.
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[Fast Static Entity]
THE MODS SIZE IS ONLY ABOUT 11KB
A lightweight client-side optimization mod that reduces unnecessary render preparation for decorative entities whose visual state has not changed.
Instead of performing full render state extraction every frame, the mod reuses the entity's previously extracted render state when it is safe to do so. The entity is still rendered normally and is never culled; only the preparation work before rendering is skipped.
Features
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Cached Render States Reuses the previous render state for eligible decorative entities instead of repeatedly extracting their pose, equipment, model, item, map, and other visual data every frame.
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Minimal Cache Updates On a cache hit, only the values that need to remain current are updated:
ageInTicksanddistanceToCameraSq. This keeps small animations and distance-dependent rendering behavior working correctly. -
Per-Entity Caching The cache is stored directly on each entity rather than in a global map. When an entity is unloaded, its cached state is automatically released with it, avoiding unnecessary global memory usage and potential memory leaks.
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Event-Driven Invalidation Caches are invalidated when relevant entity data, equipment, damage states, block/light data, or resources change. The mod does not rely on constant tick-based polling to detect changes.
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Position and Rotation Tracking Entity position and rotation changes are checked directly to prevent stale render states from being reused when an entity actually moves or changes orientation.
Optimized entities include Armor Stands, Item Frames, Glow Item Frames, Paintings, Display Entities with fixed billboarding, and compatible decorative entities derived from BlockAttachedEntity.
Entities with dynamic visual conditions such as nametags, scoreboards, glow outlines, fire, shadows, leashes, passengers, vehicles, or active crosshair targeting are excluded from caching when necessary.
Fully standalone with no additional dependencies required. The implementation contains no unnecessary commented-out code or dead code.
Safe to use in both singleplayer and multiplayer. The mod operates entirely on the client side and does not modify server-side gameplay or mechanics.
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