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ZeroSeek
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High-performance Memory-Mapped I/O, Concurrent World Generation, Hardware GPU Acceleration, and Integrated StarLight Lighting Engine for Minecraft servers.
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Runs entirely on the server. Also works in singleplayer.
Runs on a dedicated server only; does not work in singleplayer.
Varies by version.
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Description
What is ZeroSeek?
ZeroSeek is an all-in-one low-level performance engine for Minecraft servers. It addresses the core architectural bottlenecks of Minecraft's world pipeline by replacing standard synchronous chunk I/O with native zero-copy memory-mapping, parallelizing terrain generation with 2D spatial locking, integrating a dedicated StarLight lighting engine, and optionally offloading noise evaluation to NVIDIA GPUs via the CUDA Driver API.
The goal is deterministic server tick-rate (20.0 TPS) under demanding gameplay scenarios, including high-speed elytra flight, multi-player teleports, and rapid chunk generation.
Current Status
Production-ready (v1.4.0) for Minecraft 1.21.11 (Fabric). Features included:
- Modular subproject architecture (
zeroseek-base,zeroseek-worldgen,zeroseek-cuda,zeroseek-light). - Native Java 22 FFM Memory-Mapped I/O (
MemorySegment,Arena.ofShared()). - Concurrent World Generation Pipeline with 2D Chebyshev Spatial Locking ($3 \times 3$).
- Integrated StarLight Deferred Lighting Engine (zero-allocation bitwise light propagation).
- Native CPU Core Affinity (
sched_setaffinityon Linux /SetThreadAffinityMaskon Windows). - Non-Destructive TPS Governor with player-immune mob AI decimation.
- Optional NVIDIA GPU Acceleration (CUDA Driver API + NVRTC runtime kernel compilation).
- Advanced WorldGen optimizations: SIMD density interpolation, 3D biome caching, and memory-compact palettes.
⚠️ Incompatibilities & Mod Conflicts
ZeroSeek deeply modifies low-level Minecraft subsystems (Region I/O, WorldGen chunk scheduling, Noise generation, and Light engines). Installing other mods that modify these exact systems will cause server crashes on startup, severe deadlocks, or world corruption.
❌ Strictly Incompatible (Will not launch or will crash/corrupt world)
- C2ME (Concurrent Chunk Management Engine): Hard conflict. Both mods replace the chunk task dispatcher,
ChunkStepscheduling, and region file I/O. Running both causes instant server startup deadlocks and file corruption. - StarLight / ScalableLux: Hard conflict. ZeroSeek v1.4.0 already includes its own optimized StarLight lighting engine directly inside
zeroseek-light. Adding external StarLight or ScalableLux will cause duplicate Mixin injection crashes onLevelLightEngineandThreadedLevelLightEngine. - Noisium: Hard conflict. Both mods hook into density function noise caching and chunk noise evaluation loops.
- Krypton / Alternate Network/Chunk Packet Rewriters: Potential race condition with ZeroSeek's async chunk serialization.
✅ Fully Compatible & Tested
- Optimization Mods: FerriteCore, ModernFix, MemoryLeakFix, FastSuite.
- Lithium: Compatible with standard entity, AI, and block ticking optimizations.
- Client Renderers: Sodium, Iris, Nvidium, Voxy (ZeroSeek is server-side and fully compatible with client mods).
- Map Tools & Markers: BlueMap, Dynmap, Pl3xMap.
- WorldGen Datapacks / Biome Mods: Terralith, Biomes O' Plenty, Nullscape.
Features
1. Zero-Copy MMap I/O Engine (zeroseek-base)
- Direct Memory Access: Region files (
.mca) are read directly through native virtual memory (MemorySegment) via Java 22 Foreign Function & Memory (FFM) API, completely bypassing intermediate JVM Heap allocations. - Synchronized Hybrid Storage: Writes are handled by vanilla asynchronous
StorageWorkerthreads with automaticMmapLruCacheinvalidation on sector writes, guaranteeing 100% Anvil sector integrity and zero file corruption. - MMap LRU Cache: Off-heap memory is strictly bounded by
maxMappedBytes(default: 2 GB), automatically evicting cold region mappings down to 90% budget. - Kernel Memory Hints: Issues native page prefetch advisories via
PrefetchVirtualMemoryon Windows andposix_madvise(WILLNEED/DONTNEED) on Linux.
2. Concurrent World Generation Engine (zeroseek-worldgen)
- 2D Spatial Locking: Fine-grained Chebyshev $3 \times 3$ grid locking for boundary-writing generation stages (
FEATURES), ordered canonically to mathematically eliminate lock-ordering deadlocks. - Dedicated Generator Pool: Independent worker pool with
CallerRunsPolicybackpressure and hardware CPU affinity bound to isolated processor cores (e.g., Cores 2–7). - Zero-Bouncing Dispatch: Direct execution in worker threads eliminates thread hopping in
fillFromNoiseandcreateBiomes. - 3D Biome & Column Caching: Multi-octave climate sampling and search tree traversals are cached per-thread (
Biome3DCache,ClimateColumnCache). - SIMD Density Interpolation: Accelerates 3D trilinear density interpolation using vector math primitives (
DensityInterpolatorSimd,CompactSineLUT). - Compact Hash Palette: High-efficiency palette implementation reducing memory footprint in
PalettedContainer.
3. Integrated StarLight Lighting Engine (zeroseek-light)
- StarLight Architecture: Fully replaces vanilla's heavy, recursive
LightEnginewith StarLight's lock-free, bitwise SWMR propagation algorithm. - Deferred Lighting Execution: Light tasks are batched and scheduled independently, removing light updates from the critical chunk generation path.
4. GPU Hardware Acceleration (zeroseek-cuda, Optional)
- NVIDIA CUDA Compute: Offloads heavy 2D preliminary surface noise calculation to dedicated NVIDIA GPUs (RTX series) using the CUDA Driver API (
nvcuda.dll/libcuda.so). - Async 2D Grid Prefetching: Prefetches a $24 \times 24$ column grid with a $-48$ block offset to provide 100% cache hits for Aquifer water/lava level calculations.
- Runtime NVRTC Compilation: Dynamically translates Minecraft density function ASTs into optimized PTX/CUBIN machine code at server startup.
5. Non-Destructive TPS Governor
- Vanilla Physics Invariant: Never cancels
LivingEntity.aiStep(), never drops player movement packets, and never freezes player chunk tickets. Gravity, fall damage, status effects, and vehicle alignment remain 100% vanilla. - Distant Mob AI Decimation: Probabilistically decimates
GoalSelectorAI execution only for mobs farther than 48 blocks away from living players duringSTRESSorCRITICALTPS states. - Adaptive Simulation Scaling: Dynamically contracts and expands simulation distance between normal and degraded states.
Target Platform
- Minecraft: 1.21.11 (Official Mojang Mappings)
- Fabric Loader: 0.18.2+
- Fabric API: 0.139.4+1.21.11
- Java Toolchain: Java 22 (
release = 22required for FFM API) - Environment: Dedicated Server (Server-side only)
- Operating System: Windows (x64) and Linux (x64)
Installation
- Verify that your server runtime is running Java 22 (
java -version). - Remove any conflicting mods (C2ME, StarLight, ScalableLux, Noisium).
- Place
zeroseek-1.4.0.jarinto your server'smods/directory. - Start the server to generate
config/zeroseek.json. - Adjust thread pools and CPU affinity cores in
config/zeroseek.jsonto match your CPU topology.
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