VMD Animation Cache
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Per-frame cache for SlashBlade MMD animation
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Enhances game performance and optimizes resource usage.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Description
Overview
VMD Animation Cache eliminates redundant MMD motion computation in SlashBlade Resharped, giving you ~3.8x FPS improvement (50 → 190 FPS) when SlashBlade entities are on screen.
When SlashBlade renders MMD-based blade animations, VmdAnimation.setupAnim() is called 60–120 times per entity per frame — once for every bone, every time a transform is queried. But the tick and partialTick don't change within a frame. All 120 calls produce identical results, wasting ~20% of the render thread.
This mod adds a tiny per-frame cache: if setupAnim is called again with the same tick and partialTick, the entire MMD pipeline is skipped. 120 calls → 1 call per entity per frame.
Performance
| | Third-person FPS (SlashBlade visible) |~50 |~190 |
Tested on Minecraft 1.20.1, Forge 47, SlashBlade Resharped 1.9.65. Single SlashBlade entity in view.
Requirements
- Minecraft 1.20.1
- Forge 47+
- SlashBlade Resharped 1.9.65
Installation
- Download the jar and drop it into your
mods/folder - Launch the game
Compatibility
Do not use with AntiEntropyCore — both mods inject into the same Mixin target (VmdAnimation) and will conflict.
How It Works
A single Mixin injects at the head of VmdAnimation.setupAnim(). It remembers the last (currentTick, partialTick) pair. Cache hit → method cancelled. Cache miss → update cache, run normally.
Only 32 lines of code. Client-side only. No coremod hacks.
Links
- Source: GitHub
- License: MIT
Overview
VMD Animation Cache eliminates redundant MMD motion computation in SlashBlade Resharped, giving you ~3.8x FPS improvement (50 → 190 FPS) when SlashBlade entities are on screen.
When SlashBlade renders MMD-based blade animations, VmdAnimation.setupAnim() is called 60–120 times per entity per frame — once for every bone, every time a transform is queried. But the tick and partialTick don't change within a frame. All 120 calls produce identical results, wasting ~20% of the render thread.
This mod adds a tiny per-frame cache: if setupAnim is called again with the same tick and partialTick, the entire MMD pipeline is skipped. 120 calls → 1 call per entity per frame.
Performance
| Scenario | Before | After |
|---|---|---|
| Third-person FPS (SlashBlade visible) | ~50 | ~190 |
Tested on Minecraft 1.20.1, Forge 47, SlashBlade Resharped 1.9.65. Single SlashBlade entity in view.
Requirements
- Minecraft 1.20.1
- Forge 47+
- SlashBlade Resharped 1.9.65
Installation
- Download the jar and drop it into your
mods/folder - Launch the game
Compatibility
Do not use with AntiEntropyCore — both mods inject into the same Mixin target (VmdAnimation) and will conflict.
How It Works
A single Mixin injects at the head of VmdAnimation.setupAnim(). It remembers the last (currentTick, partialTick) pair. Cache hit → method cancelled. Cache miss → update cache, run normally.
Only 32 lines of code. Client-side only. No coremod hacks.
Links
- Source: GitHub
- License: MIT
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