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Mineforgian

Wakes

Adds splashes and wakes while traveling on water

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6.3M
Подписчики
4K
Обновлён
10 августа 2026 г.
Лицензия
GPL-3.0-only

Опубликован 30 июня 2023 г.

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Wakes Modrinth Followers

Wakes aims to add simple wakes that fit the spirit of vanilla

Splashes and wakes

Splashes when falling into water and simulated wakes

Features

  • Simulation of waves after all entities
  • Waves appear at the oars of the boat
  • Splashes when falling into water
  • Water shooting out on either side
  • Extensive configs embedded with Midnightlib
  • Iris shader support (known incompatibilites here)

Future

  • Foam outlines around models and shore lines
  • Wakes on lava
  • API for other mods to add Wakes to their liquids

Wakes - Github

The mod is still quite buggy so please report any bugs you might find on the issues page over on GitHub


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Code goby

Ченджлог

0.7.1+26.2Бета26.2 · 10 августа 2026 г.

Thread related crashes fixed

Many issues reported client code running on the server thread. Release candidate 0.7.1-rc.1+26.2 resolved all such crashes.

0.7.0+26.2Бета26.2 · 25 июля 2026 г.

New rendering pipelines

The rendering now does two passes with two different pipelines depending on the wake's opacity. For opacities lower than 0.8 the wakes' texels are rendered in color with no depth write. This results in wakes visually being below the water. For texels wakes above this threshold, depth write is done which means that water below these parts wont render. This means that high opacity texels dont have water rendered above them. This was required because the new pipeline made it so that low opacity wakes which also wrote to the depth buffer, "cut" through the ocean, making the ocean floor visible.

The reason for choosing this new pipeline was because wakes now show through stained glass and water.

A unfortunate consequence of this pipeline is that the wakes show through hollow entities such as boats. This was resolved by manually removing the texels of wakes which the boat should cover. This is needed to do per frame so a new partial upload was introduced.

If for whatever reason you need to change the area of which a boat's (entities) "occlusion zone" covers, you can do it using datapacks. See the docs on Github.

Performance improvements

#197 pointed to tick-rated performance issues. Optimizations regarding color calculations, biome color caching and partial GPU texture uploads have made the framtime graph much more stable.

If per tick biome color sampling is wanted for each node, set the config option "Cache water color" to false.

0.6.0+26.1Бета26.1, 26.1.1, 26.1.2 · 21 июня 2026 г.

Minecraft-Native rendering

This version uses a more native API for rendering. Hopefully making it more robust and less buggy. Some related changes include:

  • one node per quad (no more large bricks)
  • pure minecraft shaders with lighting done on the gpu (no pre baked lighting in wake textures)

Underwater visibility

Both wakes and splash planes are now visible when the camera is underwater.

Shader height offset

Added a configurable height offset in Appearance settings to prevent wakes from clipping into wavy water when shaders are enabled.

0.5.1+1.21.11Бета1.21.11 · 24 февраля 2026 г.

Resolution change crash fix

If there were any existing splash planes and the player wanted to change the effect resolution through the config a crash would occur. This fixes it.

0.5.0+1.21.11Бета1.21.11 · 24 февраля 2026 г.

Wake storage rewrite

Replaced the per-Y-level quad-tree (with fixed-depth brick leaves) with a hash map that stores wake chunks directly. Simplifies data management and removes the rigid spatial hierarchy.

Single draw call rendering

Wake rendering now batches all geometry into one draw call per frame instead of one per brick. Wake chunks allocate regions in a shared texture atlas and upload their data there, enabling large-scale batching and significantly reducing draw overhead.

Larger shared texture atlas

All wake chunks now share a larger atlas instead of sequentially writing to a single small texture. Edge case where the atlas runs out of space is not fully handled yet.

Removed OpenGL draw calls

Rendering path no longer relies on direct OpenGL draw calls, improving forward compatibility and stability with newer Minecraft rendering updates.

0.4.4+1.21.10Бета1.21.10 · 16 декабря 2025 г.
0.4.3+1.21.8Бета1.21.6, 1.21.7, 1.21.8 · 13 сентября 2025 г.

Should fix issue 159, thank you opalnext!

0.4.2+1.21.8Бета1.21.6, 1.21.7, 1.21.8 · 3 августа 2025 г.

Port to 1.21.8

  • Thank you IMS212 for porting the mod to the new rendering pipeline!
  • This version should work for 1.21.5-1.21.8

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