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ParticleFXLib
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A particle effects library for glowing orbs, flowing trails, and spectacular animated effects.
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Particle Accelerator
Small lights. Big possibilities.
Turn a handful of particles into a miniature solar system, a twisting aurora, or a
burst of starlight. Particle Accelerator is a reusable effects library that gives
mod developers the tools to build expressive animations with smooth motion,
soft light, and continuous trails.
Effects with a sense of motion
Particles should feel like they belong in the world. Give an orb momentum, pull
it into an orbit, let a ribbon follow its path, then send it scattering into sparks.
Compose the result with reusable styles and timed phases instead of building a
new renderer for every effect.
- Four appearances: flowing orbs, soft glows, hollow rings, and sharp sparks.
- Continuous trails: wisps and broad ribbons with adjustable length, width,
opacity, and taper. Trails are geometry, so each wake does not need a cloud of
extra particles.
- Physical animation: spring attraction, damping, drag, spin, acceleration,
and outward impulses, driven by a fixed simulation clock.
- Timed compositions: gather, orbit, flight, collapse, and burst phases, with
reusable layers and optional sound cues.
- World-aware rendering: soft effects use terrain depth and fog, with handling
for Minecraft's separate translucent layers in Fabulous graphics.
- Control where it matters: scene cancellation, distance culling, Reduced and
Minimal settings, and hooks for each mod's own particle and sound budgets.
A little inspiration
The gallery shows three example animations rendered in Minecraft with the library:
Celestial Engine - turquoise and gold orbital bands wind around a pearl core,
while smaller lights leave delicate wakes through the rings.
Aurora Helix - three ribbons of light spiral upward, blending mint, violet,
and warm pink into a moving sculpture above an observatory pool.
Stellar Bloom - a gathered core opens into a colorful sphere of sparks and an
expanding ring of light.

These are real in-game captures. The animations and the Minecraft observatory are
examples, not structures or spells automatically added to a survival world. Their
Java source is included in the examples download and the source distribution, so
you can study, adapt, and build on them under the MIT license.
For players and modpacks
Install Particle Accelerator when another mod asks for it. It is a library:
installing it by itself does not add items, blocks, spells, or world generation.
The showcase animations are development examples rather than automatic gameplay.
For mod developers
The client API starts with a reusable builder:
java
var glow = Particles.orb(OrbStyle.GLOW)
.color(0x85FFE6).size(.12f).life(30)
.velocity(new Vec3(0, .03, 0))
.trail(TrailStyle.WISP);
glow.spawn(position);
Use `OrbEffects.orbit`, `vortex`, or `burst` for a quick starting point, or author
your own `OrbEffect` layers. Supply the same scene UUID and server start tick to
observing clients for synchronized playback; your mod owns the networking.
`PlaybackPolicy` connects your preferences and budgets, while
`ParticleRenderEvent` lets custom paths share the library's soft rendering pass.
Tracked entity renderers can reuse the orb material and wake API too.
Animation definitions and style values are safe on either side. Spawning and
rendering APIs are client-only and must run on Minecraft's client thread. The
library keeps bounded playback: two simultaneous scenes, 192 animation particles,
and a shared native orb group capped at 256.
Declare `particle_accelerator` as a required runtime dependency in your mod metadata.
The development coordinates are
`dev.particleaccelerator:particle-accelerator:0.1.0`; the included Gradle project
can publish to your local Maven repository. A public Maven repository is not
currently provided.
Credits and license
Created by BuildWithoutReason. Code, example animations, and original library
assets are released under the MIT License. Modpacks and other mods are welcome
to use the library under those terms.
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