
PulseLib
This library allow you to render and animate anything in game. Totally anything. Entities, blocks even items can be animated
- Загрузки
- 723
- Подписчики
- 2
- Обновлён
- 14 августа 2026 г.
- Лицензия
- ALoCS
Опубликован 9 марта 2026 г.
PulseLib is a next - generation animation library for Minecraft that lets you animate any shape, any model, and any system with extreme performance.
Installation
You can find installation instructions here
Documentation
You can find the documentation here
Support
If you have questions or need help getting started, join our Discord!
Contributing
Pull requests are welcome. For significant changes, please open an issue first to discuss what you would like to change.
If you would like to support PulseLib, feel free to donate.
License
All code and artwork are licensed under the
Why PulseLib?
- Extremely fast - designed for high-performance animation
- Supports any geometry, not just cubes
- Animation stacking system
- Resource reloading support
- Lightweight and minimal overhead
- Works with models from Blockbench, Blender, Maya, and more
PulseLib vs GeckoLib
| Feature | PulseLib | GeckoLib |
|---|---|---|
| Any geometry | ✅ | ❌ |
| Performance | ⚡ Very high | Medium |
| Animation stacking | ✅ | Limited |
| Resource reloading | ✅ | ✅ |
| Lightweight | ✅ | ❌ |
Q/A
Q: Where can I get information about updates?
A: You can always check the Discord channel, where fresh development updates are posted regularly.
Q: Can I suggest an idea or a fix?
A: Absolutely! In the same Discord channel, we’re open to all your ideas and suggestions.
Q: What about republishing?
A: It’s allowed, but please make sure to include a link to the Modrinth page.
Q: Fabric version?
A: If there’s enough demand, I can make one. But personally, I don’t like Fabric.
Q: Is this GeckoLib?
A: No, it's designed to be significantly faster and more flexible than traditional Minecraft animation libraries.
Q: Is this compatible with X?
A: No idea, just test and say me. List of known incompatibilities will be published below. As soon as I have time - I will try fix it
Q: Any shapes? What about circles?
A: Circles, toruses, stars… anything you can model in Blockbench, Blender, Maya, or any other modeling program.
Q: Modeling in Maya? For Minecraft?
A: Yep. Just export models as .glb and import them into the game.
Q: Animations?
A: As many as you want. PulseLib supports layered and stacked animations.
Can you show example?
Q: Can you add X feature?
A: Yes, I can. But do add something, I have to know what you want those feature. So, come to discord and tell me about it.
Q: Modpacks?

Ченджлог
1.21.1-1.1.3Релиз1.21.1 · 14 августа 2026 г.
- finally have own maven repository! Details in wiki
- removed useless triangles_lit rendertype. Fixed triangles_gui shader
- PAnimationChannel now is typed registry
- introduced universal PPose
- reworked animation blending
- added animation graph on top of controllers
- added root motion as data
- added typed animation-event registry: sound, particle, camera shake, locator callbacks and animation parameters
- animation events now handle reverse playback, multi-wrap deltas, seeks and cycle re-synchronization deterministically
- added deformers for player and custom models
- moved deformers into gui. CPU path left as fallback
- added possibility to dynamic enable/disable emissive and change texture on fly
- fixed alpha layering
- fully rewrited whole backend
26.1.2-1.1.3Релиз26.1, 26.1.1, 26.1.2 · 14 августа 2026 г.
- finally have own maven repository! Details in wiki
- removed useless triangles_lit rendertype. Fixed triangles_gui shader
- PAnimationChannel now is typed registry
- introduced universal PPose
- reworked animation blending
- added animation graph on top of controllers
- added root motion as data
- added typed animation-event registry: sound, particle, camera shake, locator callbacks and animation parameters
- animation events now handle reverse playback, multi-wrap deltas, seeks and cycle re-synchronization deterministically
- added deformers for player and custom models
- moved deformers into gui. CPU path left as fallback
- added possibility to dynamic enable/disable emissive and change texture on fly
- fixed alpha layering
- fully rewrited whole backend
- updated gradle
26.2-1.1.3Релиз26.2 · 14 августа 2026 г.
- finally have own maven repository! Details in wiki
- removed useless triangles_lit rendertype. Fixed triangles_gui shader
- PAnimationChannel now is typed registry
- introduced universal PPose
- reworked animation blending
- added animation graph on top of controllers
- added root motion as data
- added typed animation-event registry: sound, particle, camera shake, locator callbacks and animation parameters
- animation events now handle reverse playback, multi-wrap deltas, seeks and cycle re-synchronization deterministically
- added deformers for player and custom models
- moved deformers into gui. CPU path left as fallback
- added possibility to dynamic enable/disable emissive and change texture on fly
- fixed alpha layering
- fully rewrited whole backend
- updated gradle
1.21.1-1.1.2Релиз1.21.1 · 30 июля 2026 г.
- Added Molang animation support
- Added api for player animations
26.1.1-1.1.2Релиз26.1, 26.1.1, 26.1.2 · 30 июля 2026 г.
- Added Molang animation support
- Added api for player animations
26.2-1.1.2Релиз26.2 · 30 июля 2026 г.
- Added Molang animation support
- Added api for player animations
- first 26.2 release
1.21.1-1.1.1Релиз1.21.1 · 7 июля 2026 г.
- Now dynamic color can be applied to anything
- Removed duplicated class. Simple clean up and a bunch of renamed
26.1.1-1.1.1Релиз26.1, 26.1.1, 26.1.2 · 7 июля 2026 г.
- Now dynamic color can be applied to anything
- Removed duplicated class. Simple clean up and a bunch of renamed
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