2025年4月18日 12:17 A.M.
Minecraft Java版、基岩版及启动器开发者,同时任Bukkit团队成员的Mojang Studio雇员 Dinnerbone 在其 Bluesky 社交账户 上发布如下讯息:
I've started a very unofficial discord server where some mojang developers and modders are discussing the rendering overhaul that Minecraft java edition is going through. It's free for all to read (though it's likely quite technical 😅), but only relevant modders can speak.
我建立了一个 很不官方 的Discord服务器,部分Mojang开发者与Mod开发者正在其中讨论Minecraft Java版即将到来的渲染大改。所有人都可以进入并阅读其内容(虽然这看起来十分的高技术力),但只有作为利益相关方的Mod开发者有资格发言。
随讯息发布的还有一个 Discord邀请链接,其指向一个名为Vibrant Vanguard(视效先锋)的Discord服务器。
Welcome to the unofficial Vibrant Visuals Java Edition development chat.
欢迎来到 非官方的 Java版灵动视效开发组!
This is a place to discuss the technical details and changes of Java Edition that are taking place to support Vibrant Visuals, in a way that impacts Modders and shader creators.
这里将会讨论有关Java版就支持灵动视效功能所将做出的 技术性更改及细节 与其将对Mod与光影创作者所带来的影响。
This is a safe place to discuss how the changes impact you, including the frustrations - but please understand that we are all human and we can't accommodate everything.
这是一个安全的地方,你可以在此讨论上述技术性更新内容对你带来的影响 —— 还有困难。当然请您理解,我们也是人,做不到有求必应。
As this is a small and unofficial server, moderation is limited and we've decided to restrict the ability to talk to those who we believe have an interest in this topic.
由于这是一个小型非官方服务器,管理能力相当有限,因此我们决定将讨论者范围限制为我们认为的此次技术性更改的直接利益相关方。
You may not talk unless granted the . This role is only given to people with a veted interest, such as mod developers who make something that will be impacted by Vibrant Visuals and the technical changes.
在您获得 @speaker 用户组前您无法发言。该用户组仅授予经审核的此次技术性更改的直接利益相关方 —— 如会受到灵动视效功能影响的Mod开发者。
As with any other Minecraft server, we ask that you follow the Discord Terms of Service, Discord Community Guidelines, and Minecraft Community Standards.
但就像其它Minecraft服务器一样,您必须在此遵守 Discord服务条款 Discord社区政策 与 Minecraft社区标准。
而后 Mojang 职工 LowSkillCamper 对如何获得 @Speaker 用户组做如下说明:
Q: How to get the Speaker role?
问:如何获得 Speaker 用户组?
A: The process that has organically grown so far is that you ask someone you know and can vouch for you who already is a Speaker to suggest you in the #No Access channel. The moderators will then look into it. Please don't use DMs to the developers for this.
答:当前过程是,您可以向您认识的已经具有 Speaker 用户组的人请求担保,并请他在一个特殊频道中进行申请。版主将会在稍后审核这一申请,但请不要私信开发人员。
同时 Dinnerbone 在 公告 频道发布了一则致开发者函。
Developers: Please feel free to share invites to this server in your various discords, if you wish. This place should be open to all, even if only to look at.
If you have codevelopers, maintainers or resource pack creators who you think should be able to speak, please let us know.
致开发者们:如果您愿意的话,请尽可能在您所在的所有Discord服务器中分享该服务器的邀请链接。这个服务器应该被所有人看到,就算他们中的大多数只是纯粹的读者。
如果您认为有其它代码开发者、维护者或资源包创作者需要发言权限,请告诉我们。
同时附上 常见问题解答 如下:
Q: When will Java Vibrant Visuals come out?
问:适用于Java版的 灵动视效 将何时发布?
A: As soon as it is ready. Definitely not in the next release. We have a lot to do, and we are not even close to being able to reasonably estimate the release date. But it will not be a "Big Bang" release. Features will be released when they are ready. For example, octree-based frustum culling optimization was released last summer and extended cloud range and GUI rendering improvements were released recently.
答:当一切准备就绪时。可以肯定的是,绝对不是下一个版本。我们还有许多工作要做,而且我们甚至没有到能预估发布日期的时候。但是,这不会是一个爆炸性的版本更新。我们什么时候准备好了立刻就会发布,就像我们上个夏天发布的八叉树的视锥剔除优化和我们近期发布的扩展云范围与GUI渲染优化一样。
Q: Do you plan to use instanced rendering for entities/block entities/something else?
问:您是否计划让实体/方块实体/其他内容使用实例化渲染?
A: Very likely. We are looking into it and will evaluate case by case.
答:很有可能。我们目前正在逐个评估。
Q: Colored light?
问:彩色光呢?
A: No.
答:没有。
Q: Will you increase render distance? Implement an LOD system similar to Distant Horizons?
问:你们会增加渲染距离吗?或是使用诸如 遥远的地平线 一样的LOD系统?
A: We really want to, but it is not in our current plans and is outside of Vibrant Visuals scope.
答:虽然我们很想做,但是这既不在近期计划中也不属于灵动视效的范畴。
Q: Are you switching to Vulkan?
问:你们会换Vulkan吗?
We don't know yet. It is one of the options we have, alongside with trying to stick to OpenGL, supporting both renderers and some other options. We really don't want to deprecate the devices that players are currently using to play Minecraft. We are currently gathering data to make an informed decision. We will let you know when we know ourselves.
答:尚不可知。那是我们的可用选项之一,另外两个选项分别是 坚持OpenGL 和 两个都用。我们绝对无意放弃目前可以运行Minecraft的设备(Vulkan支持设备比OpenGL少),因而我们目前正在收集数据来帮助我们做出正确的选择。当一切准备就绪时我们会通知你们。
与此同时,LowSkillCamper 在 开发日志 频道中发布未来目标如下:
Also want to share a bit on our general direction. Of course it is subject to change, but this is something we are currently structuring our work around.
我们也想在此分享一些我们目前工作的大体方向。当然可能随时更改,但总体上遵循如下方针。
We want to first refactor/modernize/optimize our rendering code and then start adding more complex rendering features like shadows or reflections.
我们希望先重构/现代化/优化我们的渲染代码,然后开始添加更复杂的渲染功能,如阴影或反射。
We want to stop rendering the game on the main thread and want to introduce a second, render thread for this. As a prerequisite, we are going through the code system by system and preparing it for the extraction of the game state on the main thread to be used to render things on the render thread. We've mostly done it for entities a while ago. We are in progress of doing it for UI now. Later we will need to do particles, terrain, block entities, etc.
我们想将渲染工作从主线程中分离出来,并为其单开第二个渲染线程。为了实现这一点,我们正在逐个审阅所有代码内容,并准备提取主线程上的游戏状态信息,用于渲染内容。不久前,我们几乎成功在实体方面完成了它,而我们现在正在为UI进行此工程。在此之后我们还需要做粒子、地形、方块实体等。
We want to deliver things as they are done, and not them in long-running integration branches. This allows us to be more efficient, but probably causes issues for you, modders, because the code is changing significantly every release.
我们希望可以直接交付成品,而不是长期在子分支中交付。这可以提高我们的效率,但会给你们这些Mod开发者带来巨大的问题,因为每次发布的代码都会有大幅度变动。
We want to preserve graphical modding for Java Edition. We do not want to fully replace the mods. We want to disrupt you as little as possible, while acknowledging that we will most likely disrupt you a lot. We aim to end up with a much more solid graphical foundation both for Vanilla game and modders as a result of our work.
我们希望可以保留Java版的渲染类Mod。我们不想完全替代Mod。我们知道这将会对你们的工作造成很大的干扰,但我们会尽力减少这一点。我们的目标是为原版游戏内容与Mod开发者都打下一片坚实的图形化基础。
As you can see, even our own goals are somewhat contradicting each other. So we would be happy to get your feedback and help to be able to move forward in a best possible way. You are welcome to discuss those points in #rendering and #general channels depending on which is more relevant.
如你所见,我们的目标自己都自相矛盾,因此我们需要听到您的反馈,这样我们才能往正确的方向前进。根据您要讨论的内容相关度,我们欢迎您在 #rendering 和 #general 频道中讨论您有顾虑的内容。
目前,该服务器中已有 Dinnerbone、LowSkillCamper、Gegy、Slicedlime等Mojang Java开发者。主要模组社区也正在紧盯其进展。
我们鼓励所有有关Mod、资源包与光影创作者加入该服务器。
译者:Bingkler
该帖仍在持续更新,非最终版本。
最后更新时间:20250423 23:57
注:Vibrant Visuals(灵动视效)为暂译,详情以最终译名为准。