This is a feature that an old mod already implemented (but with no physics) which is no longer maintained for newer versions and a couple of you guys requested it. Block cracking particle physics. This will come with the Snowball and Enderpearl physics update in the Pro Mod version but will get introduced into the Lite version at some point as well!
2021-10-17 15:10:36 +0000 UTC
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The Optifine version for Forge got released and this is a fix to make it compatible with the Physics Mod! Have fun :)
2021-10-14 12:17:16 +0000 UTC
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Just a little heads up on what will be released in the next Pro version. You will be able to switch between the round and the voxel model.
2021-10-09 09:30:22 +0000 UTC
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Added Optifine Shader compatibility for cloth physics. I couldn't test all shaders but the ones I tested worked (BSL, Chocapic, Complementary, Nostalgia). SEUS Renewed does not display the proper colors of banners, fishing lines and leashes due to a shader coding bug (not including vertex colors) on SEUS' side.
Forge version requires at least Forge 37.0.69.
2021-10-04 14:41:40 +0000 UTC
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As always after a content release, I try to fix as many bugs as possible.
- Added fishing line length and leash length settings
- Added pvp server compatiblity in general settings
- Fixed blocky physics having wrong offset
- Fixed capes disappearing after dimension switch
- Fixed fractured blocks having the wrong texture and wrong rotation (brewing stands, ...)
- Fixed some blocks having no fractured model (bamboo, ...)
Forge version re...
2021-10-01 10:24:32 +0000 UTC
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- Added banner cloth physics
- Added leash physics
- Added fishing line physics
- Fixed resource pack changing/reloading making vine physics invisible
Forge version requires at least Forge 37.0.69.
2021-09-27 14:50:14 +0000 UTC
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- You can now assign the physics cape to other players or apply a random one to every player (when the +ALL setting is activated for multiple capes or the player is assigned to multiple capes a random but yet consistent one will be chosen)
- Cloth now gets simulated asynchronously (huge performance boost)
- Added Cloth Thread Setting (use more threads when you think the capes slow down your FPS, should only be higher than 1 when there are 20+ capes visible at once)
- ...
2021-09-24 10:01:02 +0000 UTC
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- Fixed messed up loading screen
- Fixed crash issue
- Fixed tridents and spyglasses not laying properly on the ground with item physics on
Forge version requires at least Forge 37.0.69.
Update: posted the non pro versions, updated it to the pro versions
2021-09-20 10:06:49 +0000 UTC
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I finally made the Forge version! You need at least Forge version 37.0.69. Have fun! :D
2021-09-19 16:54:40 +0000 UTC
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Thanks to everyone supporting the development of the Physics Mod! We have reached our first Patreon goal. As a result I've removed all ad links on the official website. As a small heads up: the Forge version for 1.17.1 is nearly finished! Have a nice day :D
2021-09-19 09:07:32 +0000 UTC
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2021-09-17 21:08:54 +0000 UTC
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Minor bug fixes and added a couple of new capes!
2021-09-17 20:48:26 +0000 UTC
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No longer crashes when changing shaders and vine physics enabled (Optifine).
Capes now properly display when shaders are enabled (Optifine).
This was a big step for the Forge release, since the only good alternative to Iris Shaders/Sodium there is Optifine I had to make sure that every feature works with Optifine! Not sure though when I will release a Forge version.
2021-09-16 22:48:34 +0000 UTC
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IMPORTANT: Cape Physics rendering does not work with Optifine Shaders. Use the Iris Shader mod instead. Optifine is closed source and honestly such a mess. I can't make it work with it, sorry.
Replay Mod rendering to file works now (physics only get displayed when a block breaks after your first keyframe)
Optifine now works with vine physics (before it displayed duplicate vines)
Added capes mod compatibility fix
EDIT: Fixed lighting issue and crash when the selected cu...
2021-09-16 09:24:10 +0000 UTC
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Added custom cape loading. Right now I've added 4 capes but I will add plenty more in the future. A tutorial on how to create one by your own can be found in the capes folder after starting Minecraft once with the mod installed. Currently it is only a text file but I will create a video about it soon. Have fun! :)
Fixed mob ragdolls at high coordinate values
Fixed high grass not creating physics block
2021-09-15 19:56:06 +0000 UTC
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Currently working on the cape selection and a Tutorial on how to create a custom cape. Pro Version release with the custom capes in the next couple of days!
2021-09-15 14:48:17 +0000 UTC
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Cloth physics now float underwater
Fixed inventory not showing properly when cloth physics were enabled
Fixed lag when teleporting with cape cloth physics enabled
2021-09-13 22:02:13 +0000 UTC
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The first version of the physics cape is available. By default you will get this cape. In future releases you will be able to upload your own 3d cape models.
2021-09-13 11:47:10 +0000 UTC
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Added cape cloth physics (comes with a default black/gold cape for everyone, no custom cape models yet, will be available soon, need to improve performance first)
Added custom despawn timer for vines
Improved performance (via joml fastmath/sin lookup)
Changed Fabric API requirement notification
EDIT: Uploaded a new version with a major bug fix (multiple capes in 1 world messed up everything and textures were messed up, that is fixed now)
2021-09-13 11:34:56 +0000 UTC
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The cape is obviously way too large but the collisions work now. First release of this upgrade should be in the next couple of days! :)
2021-09-10 21:02:51 +0000 UTC
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First prototype. I need to add collision detection before I release a version of this. Goal is to simulate all capes (those from Mojang) and you can choose your own (different models/textures, Batman cape and so on, even load your own model maybe?). The only downside is that this will only be client side so no one will see your custom cape.
2021-09-10 14:52:53 +0000 UTC
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Added final performance improvements
Reworked the settings menu
Renamed it to Physics Mod Pro to make it more clear that features like vine physics will stay exclusive for this version of the mod
Upcoming: cloth simulated capes
2021-09-09 15:58:01 +0000 UTC
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Added vine load range in physics settings (32 blocks is default, higher values might cause significant lag)
Added static vine chunks for greatly improved performance
This update allows you to play on high chunk loading distances with good performance. Loading vine chunks can still cause small stutters, will be improved in future releases.
2021-09-09 07:50:35 +0000 UTC
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Second release of the vine physics.
Vine physics automatically update now when appending or removing from vines.
Added sugar cane to vine physics.
Fixed shading issues for vines and grass.
Added a lot of performance improvements.
Next release will contain a major performance improvement so that you can leave the vine physics enabled when there are a huge amount of vines as well.
2021-09-08 07:37:53 +0000 UTC
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Added vine physics (vine physics need to be toggled off and on when vine blocks get added/removed for them to work, that's why it is early access :D). This will lag your PC a lot when areas with a lot of vines are loaded (like warm oceans). Will be improved a lot in future versions though.
Added replay mod support.
Pausing the game now pauses the physics.
Fixed chunk loading issue.
2021-09-02 10:49:38 +0000 UTC
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The source code of the latest Minecraft Physics Mod.
2021-09-02 10:44:03 +0000 UTC
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Development is currently on hold since I don't have enough free time as of right now. Patreons payments are paused as well. I am not sure when I will continue the development!
2020-05-10 18:08:09 +0000 UTC
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Coming closer to Early Access! :D
2020-04-16 08:48:12 +0000 UTC
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Additions: pathfinding, editor and dungeon generation. Have fun! :)
2020-03-17 22:00:49 +0000 UTC
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Here is the source code of this month. Have fun! :D
2020-02-18 17:36:05 +0000 UTC
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