DC Render API
DC Render API: Custom graphics API powering exclusive visual effects for Dragon Curse Chronicles.
- Loaders
- FabricNeoForgeForge
- Downloads on Modrinth
- 4.4K
- Followers on Modrinth
- 1
- versions
- 7
- Updated
- August 8, 2026Aug 8
- Published
- in 2026
At a glance
Needed both in the game and on the server
DC Render API
DC Render API is an advanced particle rendering & animation library for Minecraft mods. It exposes a complete, production-ready visual system for controllable particles, particle groups, emitters, styles, barrages, display entities, easing timelines and a lightweight event bus — and ships with a built-in mitigation strategy against aggressive
addParticleculling from client-side optimization mods such as Embeddium / Rubidium / Inventory Particles. The project maintains Forge 1.20.1 / Fabric 1.20.1 / NeoForge 1.21.1 with full feature parity across all three loaders.
跳转至中文文档: README.md
Platform Support
| Loader | Minecraft Version | Mod Artifact | JDK | Kotlin Language Adapter |
|---|---|---|---|---|
| Minecraft Forge | 1.20.1 | 0.2.0-1.20.1Forge | JDK 17+ | Kotlin-for-Forge-*-1.20.1.jar (by thedarkcolour) |
| Fabric | 1.20.1 | 0.2.0-1.20.1Fabric | JDK 17+ | fabric-language-kotlin-* (by FabricMC) |
| NeoForge | 1.21.1 | 1.0.0-1.21.1NeoForge | JDK 21+ | Kotlin-for-Forge-*-1.21.1-NeoForge.jar (by thedarkcolour) |
⚠ Mandatory three-jar setup for every loader: install the Kotlin language adapter + DC Render API jar + the main mod that consumes it (e.g. Dragon Curse Chronicles). Missing any one of the three will crash at load.
Core Features
Main Capabilities
- Controllable Particle System: Particle instances tracked by stable
idwith explicit lifecycle & dead flag. - Particle Animation System: Circle orbit, spiral orbit, wave motion, random walk, easing functions, and timeline keyframe interpolation.
- Server-Client Particle Sync: Two dedicated network packets (
ParticleGroupPacket,ParticleSyncPacket) guarantee a consistent view across clients. - Particle Group Management:
ServerParticleGroupManager/ClientParticleGroupManagerfor batched create / tick / destroy. - Particle Emitter System:
ParticleEmitterinterface +ParticleEmitterManagerwith rate & velocity settings. - Particle Style System:
ParticleStylefor size / alpha / RGB / lifetime;createStyle+applyStyleToParticle. - Barrage System:
BarrageManagersupports complex patterns including circular barrages. - Display Entity System: Lightweight wrapper around Minecraft Display Entities:
DisplayEntity+DisplayEntityManager. - Effect System:
Effect+EffectManagercombines multiple particles + animations into one reusable unit. - Event System: Lightweight
EventBus+ParticleEventBus; hooks for collision, hit, on-ground, liquid-entry. - Noise System:
PerlinNoisefor natural-looking randomness. - Smart Particle Dispatcher (pioneered in NeoForge host mod): Frame-aware batching + LOD falloff + object pooling + progressive emission + long-distance packet bypass; works around aggressive culling from client particle mods.
Animation Effects
- Circular Orbit
- Spiral Orbit
- Wave Motion
- Random Walk
- Easing functions (Linear, Quad, Cubic, Quart, Quint, Sine, Expo, Circ, Back, Elastic, Bounce …)
- Timeline interpolation (position, scale, rotation, color)
- Composition / layered animation
Project Structure
DC Render API/ # Standalone monorepo (this directory)
├── src/ # Forge 1.20.1 sources
│ └── main/
│ ├── java/com/qituo/dcrapi/ # Java layer: mod entry, items, network, particles, platform
│ │ ├── DcRenderApi.java # Forge @Mod entry
│ │ ├── items/ParticleTesterItem.java # in-game particle debugger
│ │ ├── network/* # server → client sync packets
│ │ ├── particles/
│ │ │ ├── emitters/* # Emitter interface + manager
│ │ │ ├── style/* # Style interface + manager
│ │ │ ├── DcRenderApiParticleManager.java # Thread-safe particle registry
│ │ │ ├── ControlableParticle.java
│ │ │ └── ServerParticleGroup*.java
│ │ └── platform/DcRenderApiServices.java
│ └── kotlin/com/qituo/dcrapi/ # Kotlin layer: animation, barrage, color, config, display, effect, event, math, noise, render, shape, commands, builder, composition
│ ├── animation/timeline/ # Timeline: Eases.kt, Timeline.kt, DoubleConstTimeAnimator, ValueConstTimeAnimator
│ ├── barrages/ color/ config/ display/ effects/ event/ math/ noise/
│ ├── particles/builder/ParticleGroupBuilder.kt # Recommended builder API
│ ├── particles/command/ particles/composition/ particles/emitters/ particles/style/
│ └── render/ shapes/
├── fabric/DC Render API/ # Fabric 1.20.1 sources (feature parity)
│ ├── src/main/java/ # Fabric particles, network, items, mixin, client initializer
│ ├── src/main/kotlin/ # Same Kotlin subsystem layout as Forge
│ ├── src/main/resources/fabric.mod.json # Fabric metadata
│ └── build.gradle / gradle.properties
├── neoforge/ # NeoForge 1.21.1 sources (feature parity)
│ ├── src/main/java + kotlin/ # Ported to 1.21.1 DataComponents / Holder / Codec / NeoForge.EVENT_BUS
│ └── build.gradle / gradle.properties
├── LICENSE.md # MIT License (mirrors the standalone GitHub repo)
├── build.gradle # Forge 1.20.1 build; registers 'sourcesJar' task
├── gradle.properties # mod_version=0.2.0, mod_id=dcrapi, mod_license=MIT
├── gradlew / gradlew.bat / gradle/ # Gradle Wrapper
└── settings.gradleInstallation (Player Side)
Forge 1.20.1
- Install Minecraft Forge 1.20.1 (47.x or newer).
Download all three jars and drop them into your
mods/folder:- Kotlin adapter:
Kotlin-for-Forge-*-1.20.1.jar(CurseForge / Modrinth) - DC Render API:
dcrapi-0.2.0-1.20.1Forge.jar - The consuming mod (e.g. Dragon Curse Chronicles Forge edition)
- Kotlin adapter:
- Launch the game.
Fabric 1.20.1
- Install Fabric Loader 0.16.13+ and Fabric API 0.92.11+1.20.1.
Download all three jars and drop them into your
mods/folder:- Kotlin adapter:
fabric-language-kotlin-*(CurseForge / Modrinth) - DC Render API:
dcrapi-0.2.0-1.20.1Fabric.jar - The consuming mod (e.g. Dragon Curse Chronicles Fabric edition)
- Kotlin adapter:
- Launch the game.
NeoForge 1.21.1
- Install NeoForge 21.1.248+ for Minecraft 1.21.1.
Download all three jars and drop them into your
mods/folder:- Kotlin adapter:
Kotlin-for-Forge-*-1.21.1-NeoForge.jar(thedarkcolour) - DC Render API:
dcrapi-1.0.0-1.21.1NeoForge.jar - The consuming mod (e.g. Dragon Curse Chronicles NeoForge edition)
- Kotlin adapter:
- Launch the game.
Quick Start (Integrate into a Custom Mod)
Requirements Matrix
| Loader | Requirements |
|---|---|
| Forge 1.20.1 | Forge 47.x / JDK 17+ / Kotlin for Forge |
| Fabric 1.20.1 | Fabric Loader 0.16.13+ / Fabric API / fabric-language-kotlin / JDK 17+ |
| NeoForge 1.21.1 | NeoForge 21.1.248+ / Kotlin for Forge NeoForge / JDK 21+ |
Building Artifacts for All Three Loaders
# ============ Forge 1.20.1 ============
cd "DC Render API"
./gradlew build # outputs → build/libs/dcrapi-0.2.0-1.20.1Forge.jar and -sources.jar
# ============ Fabric 1.20.1 ============
cd "DC Render API/fabric/DC Render API"
./gradlew build # outputs → build/libs/dcrapi-0.2.0-1.20.1Fabric.jar and -sources.jar
# ============ NeoForge 1.21.1 ============
cd "DC Render API/neoforge"
./gradlew build # outputs → build/libs/dcrapi-1.0.0-1.21.1NeoForge.jar and -sources.jarAll three
build.gradlescripts register asourcesJartask, so a-sources.jaris produced automatically on every build.
Core Usage (Java Modders)
1. Create a Particle Group with Builder (Recommended)
import com.qituo.dcrapi.particles.builder.ParticleGroupBuilder;
import com.qituo.dcrapi.particles.ServerParticleGroup;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.phys.Vec3;
ServerLevel level = ...;
Vec3 pos = player.position();
ServerParticleGroup group = new ParticleGroupBuilder()
.position(pos)
.world(level)
.scale(2.0)
.visibleRange(128.0)
.maxTick(200)
.buildAndRegister();2. Create a Controllable Particle (Server → Client Synced)
import com.qituo.dcrapi.particles.DcRenderApiParticleManager;
import net.minecraft.core.particles.ParticleTypes;
int pid = DcRenderApiParticleManager.createParticle(
ParticleTypes.FLAME,
ParticleTypes.FLAME.get(),
new Vec3(0, 64, 0)
);3. Circle & Spiral Orbit Animations
import com.qituo.dcrapi.particles.ParticleAnimation;
import net.minecraft.world.phys.Vec3;
Vec3 center = player.position();
Vec3 orbitPos = ParticleAnimation.createCircleOrbit(center, 2.0, 0.1, tick);
Vec3 spiralPos = ParticleAnimation.createSpiralOrbit(center, 1.0, 3.0, 0.1, tick);4. Particle Hit Event (Deal Damage)
import com.qituo.dcrapi.event.ParticleEventBus;
import com.qituo.dcrapi.event.ParticleEvents.ParticleHitEntityEvent;
ParticleEventBus.INSTANCE.register(ParticleHitEntityEvent.class, ev -> {
ev.getTarget().hurt(ev.getTarget().level().damageSources().magic(), 5.0F);
});Event Types:
| Event Class | Trigger |
|---|---|
ParticleCollideEvent | Particle collides with a block |
ParticleHitEntityEvent | Particle hits a living entity |
ParticleOnGroundEvent | Particle lands on the ground |
ParticleOnLiquidEvent | Particle enters a liquid |
5. Particle Style System
import com.qituo.dcrapi.particles.style.ParticleStyleManager;
import net.minecraft.world.phys.Vec3;
int styleId = ParticleStyleManager.createStyle(
1.0F, // size
0.5F, // alpha
new Vec3(1, 0, 0), // color (RGB)
2.0 // lifetime in seconds
);
ParticleStyleManager.applyStyleToParticle(pid, styleId);6. Timeline & Easing (Kotlin-friendly, Java works too)
import com.qituo.dcrapi.animation.timeline.Timeline;
import com.qituo.dcrapi.animation.timeline.Eases;
Timeline tl = new Timeline();
tl.addPositionAnimation(startPos, endPos, 200, Eases.INSTANCE.getEaseInOutCubic());
tl.addScaleAnimation(1.0F, 2.0F, 200, Eases.INSTANCE.getEaseOutBounce());
tl.start();7. Config File (config/dcrapi_config.properties)
maxParticleGroups=1000 # Upper bound on active particle groups
defaultVisibleRange=64.0 # Fallback visible range in blocks
particleTickRate=1 # Tick frequency
enableParticleEvents=true # Enables ParticleEventBus dispatching
enableDebugLogging=false # Verbose log outputPerformance & Thread Safety
Performance Tips
- Tune
visibleRange: keep it between 32 and 128 blocks; larger values blow up bandwidth and draw cost quickly. - Frame-batched / progressive emission: for burst effects with >1000 particles, use a
SmartParticleDispatcher-style queue pattern (see NeoForge Dragon Curse Chronicles reference implementation) instead of spawning everything in one tick. - Clean up promptly: schedule periodic
ServerParticleGroupManager.clear()to reap dead groups. - Keep handlers light: never do I/O or heavy computation inside ParticleEventBus callbacks.
Thread-Safety Guarantees (in code)
ConcurrentHashMap<Integer, ControlableParticle>backingDcRenderApiParticleManager.PARTICLES.AtomicInteger nextParticleIdto avoid races during id allocation.CopyOnWriteArrayListfor ParticleEventBus handler lists; safe to iterate while registering.- Batch-remove pattern on tick: collect dead particle ids to a list, then
removeAllat once — avoids the ConcurrentHashMap iterator weak-consistency gotcha. - Per-particle try/catch: one misbehaving particle or packet handler can never abort an entire tick.
In-Game Debug Tool
All three loaders register a Particle Tester creative item:
- Right-click: Spawn a standard demo particle group (orbit + style + event hook).
- Sneak + Right-click: Cycle debug mode:
Basic → Builder → Event → Basic … - Storage: the active test mode is now saved on the item stack itself (
CustomData / NBT) instead of a JVM-static field — fixes cross-hand / cross-player state pollution.
Compatibility Matrix
| Feature | Forge 1.20.1 | Fabric 1.20.1 | NeoForge 1.21.1 |
|---|---|---|---|
| MC Version | ✅ | ✅ | ✅ |
| Java | 17 | 17 | 21 |
| Kotlin Adapter | Kotlin-for-Forge | fabric-language-kotlin | Kotlin-for-Forge (NeoForge) |
| Particle Group Sync | ✅ | ✅ | ✅ |
| Particle Tester Item | ✅ | ✅ | ✅ |
| Auto sourcesJar Task | ✅ | ✅ | ✅ |
Build Dependency Snippets (build.gradle)
// Forge 1.20.1:
dependencies {
implementation fg.deobf("com.qituo:dcrapi:0.2.0-1.20.1Forge")
}
// Fabric 1.20.1:
dependencies {
modImplementation("com.qituo:dcrapi:0.2.0-1.20.1Fabric")
}
// NeoForge 1.21.1:
dependencies {
implementation("com.qituo:dcrapi:1.0.0-1.21.1NeoForge")
}Maven coordinates are the target format; if not yet uploaded to a Maven repo, drop the jars into a local
libs/folder and usefiles(...)as a dependency.
Known Consumer / Real-World Usage
Dragon Curse Chronicles is the first-party reference consumer of DC Render API:
- Pig Talisman laser / Dragon Talisman fireball → circular orbit + wave particle trails
- Uncle's Dried Puffer Fish laser → ~1200 particles with two counter-rotating gradient helices, dispatched progressively via
SmartParticleDispatcher - Origin Aura / Talisman activation effects → particle groups + timeline easing
Migration Guide (0.1.x → 0.2.x)
Before (0.1.x):
ServerParticleGroup group = new ServerParticleGroup();
group.initServerGroup(pos, world);
group.scale = 1.5;
ServerParticleGroupManager.addParticleGroup(group, pos, world);After (0.2.x, Builder):
ServerParticleGroup group = new ParticleGroupBuilder()
.position(pos).world(world).scale(1.5).visibleRange(64.0).maxTick(100)
.buildAndRegister();Highlights of the 0.2.0 release:
mod_version=0.2.0, MIT license explicitly declared ingradle.properties+ standaloneLICENSE.md.- All three loader builds register a
sourcesJartask;-sources.jaris produced on every build. ParticleTesterItem: test-mode state moved from a static JVM field into item stackCustomData / NBT; eliminates cross-player state pollution.DcRenderApiParticleManager:nextParticleIdchanged from plainint→AtomicInteger; tick removal switched to batch-remove pattern for stronger consistency.
License & Authors
Released under the MIT License — see the official standalone license blob at LICENSE.md on GitHub.
- Current version: Forge
0.2.0/ Fabric0.2.0-1.20.1Fabric/ NeoForge1.0.0(version numbers are independent per loader) - Authors: QiTuo, Yifei
- Source repo: https://github.com/19136644525lxy/DC-Render-API
- Distribution: CurseForge / Modrinth
FAQ
How to install DC Render API?
Install Fabric for your Minecraft version, download DC Render API for the same version and loader, put the file into the mods folder and launch the game with the loader profile.
Which Minecraft versions does DC Render API support?
DC Render API has builds for Minecraft 1.20.1, 1.21.1.
Is DC Render API needed on the server?
Needed in the game and on the server