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CaffeineMC/phosphor-fabric: A Fabric mod designed to dramatically improve the pe ...

原作者: [db:作者] 来自: 网络 收藏 邀请

开源软件名称(OpenSource Name):

CaffeineMC/phosphor-fabric

开源软件地址(OpenSource Url):

https://github.com/CaffeineMC/phosphor-fabric

开源编程语言(OpenSource Language):

Java 100.0%

开源软件介绍(OpenSource Introduction):

Phosphor (for Fabric)

GitHub license GitHub issues GitHub tag

Phosphor is a free and open-source Minecraft mod (under GNU GPLv3) aiming to save your CPU cycles and improve performance by optimizing one of Minecraft's most inefficient areas-- the lighting engine. It works on both the client and server, and can be installed on servers without requiring clients to also have the mod.

The mod is designed to be as minimal as possible in the changes it makes, and as such, does not modify the light model or interfaces of vanilla Minecraft. Because of this, Phosphor should be compatible with many Minecraft mods (so long as they do not make drastic changes to how the lighting engine works.) If you've ran into a compatibility problem, please open an issue!


Installation

Manual installation (recommended)

You will need Fabric Loader 0.10.x or newer installed in your game in order to load Phosphor. If you haven't installed Fabric mods before, you can find a variety of community guides for doing so here.

Stable releases

GitHub release

The latest releases of Phosphor are published to our Modrinth and GitHub release pages. Releases are considered by our team to be suitable for general use, but they are not guaranteed to be free of bugs and other issues.

Usually, releases will be made available on GitHub slightly sooner than other locations.

Bleeding-edge builds (unstable)

GitHub build status

If you are a player who is looking to get your hands on the latest bleeding-edge changes for testing, consider taking a look at the automated builds produced through our GitHub Actions workflow. This workflow automatically runs every time a change is pushed to the repository, and as such, the builds it produces will generally reflect the latest snapshot of development.

Bleeding edge builds will often include unfinished code that hasn't been extensively tested. That code may introduce incomplete features, bugs, crashes, and all other kinds of weird issues. You should not use these bleeding edge builds unless you know what you are doing and are comfortable with software debugging. If you report issues using these builds, we will expect that this is the case. Caveat emptor.

CurseForge

CurseForge downloads

If you are using the CurseForge client, you can continue to find downloads through our CurseForge page. Unless you are using the CurseForge client, you should prefer the downloads linked on our Modrinth or GitHub release pages above.


Reporting Issues

You can report bugs and crashes by opening an issue on our issue tracker. Before opening a new issue, use the search tool to make sure that your issue has not already been reported and ensure that you have completely filled out the issue template. Issues which are duplicates or do not contain the necessary information to triage and debug may be closed.

Please note that while the issue tracker is open to feature requests, development is primarily focused on improving hardware compatibility, performance, and finishing any unimplemented features necessary for parity with the vanilla renderer.

Community

Discord chat

We have an official Discord community for all of our projects. By joining, you can:

  • Get installation help and technical support with all of our mods
  • Be notified of the latest developments as they happen
  • Get involved and collaborate with the rest of our team
  • ... and just hang out with the rest of our community.

Building from sources

Support is not provided for setting up build environments or compiling the mod. We ask that users who are looking to get their hands dirty with the code have a basic understanding of compiling Java/Gradle projects. The basic overview is provided here for those familiar.

Requirements

  • JDK 8 or newer
    • You will need JDK 8 in order to build Phosphor, which can be installed through a supported package manager such as Chocolatey on Windows or SDKMAN! on other platforms. If you'd prefer to not use a package manager, you can always grab the installers or packages directly from AdoptOpenJDK.
  • Gradle 6.7 or newer (optional)
    • The Gradle wrapper is provided in this repository can be used instead of installing a suitable version of Gradle yourself. However, if you are building many projects, you may prefer to install it yourself through a suitable package manager as to save disk space and to avoid many different Gradle daemons sitting around in memory.

Building with Gradle

Phosphor uses a typical Gradle project structure and can be built by simply running the default build task. After Gradle finishes building the project, you can find the build artifacts (typical mod binaries, and their sources) in build/libs.

Tip: If this is a one-off build, and you would prefer the Gradle daemon does not stick around in memory afterwards, try adding the --no-daemon flag to ensure that the daemon is torn down after the build is complete. However, subsequent builds of the project will start more slowly if the Gradle daemon is not available to be re-used.

Build artifacts ending in dev are outputs containing the sources and compiled classes before they are remapped into stable intermediary names. If you are working in a developer environment and would like to add the mod to your game, you should prefer to use the modRuntime or modImplementation configurations provided by Loom instead of these outputs.


License

Phosphor is licensed under GNU LGPLv3, a free and open-source license. For more information, please see the license file.




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