📚 Kamu Lari Cepat, Render Itu Dulu (Velocity Render) — Ikhtisar Teknis
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⚡ 1. Prioritas Meshing Chunk Anisotropik
Menggantikan pengurutan radial vanilla dengan perhitungan dot product terarah.
数学公式 / Formulas:
$$\vec{v}{\text{smooth}} = \alpha \cdot \vec{v}{\text{eff}} + (1.0 - \alpha) \cdot \vec{v}{\text{smooth}}, \quad \alpha = 0.65$$ $$\text{BiasedDistSqr} = \max\left(0.0,, \text{DistSqr} - 2.0 \cdot (\vec{d}{\text{norm}} \cdot \Delta\vec{P}) \cdot \text{LeadOffset}\right)$$
🌐 2. Generasi Chunk Prediktif Server
Mengalokasikan tiket PLAYER_LOADING sementara hingga 16 chunk di depan arah perjalanan.
Continuous MSPT Watchdog:
$$\text{msptFactor} = \begin{cases} 1.0 & \text{if } \text{mspt} \le 25.0 \ \max\left(0.25,, 1.0 - \frac{\text{mspt} - 25.0}{25.0}\right) & \text{if } \text{mspt} > 25.0 \end{cases}$$
⌨️ 3. GameRules Dinamis & Perintah
Dukungan penuh GameRules velocityrender:* dan perintah Brigadier /velocityrender.
指令列表 / Commands:
/velocityrender help/velocityrender status/velocityrender get <rule>/velocityrender set <rule> <value>/velocityrender reset/velocityrender reload
🏛️ 4. Nol Alokasi Memori GC
Eksekusi lock-free berbasis tipe data primitif tanpa beban Garbage Collector.
