A cross-backend rendering engine implementation for Minecraft, allowing you to use Vulkan and OpenGL (Core Profile) on 1.8.9.
Vulkan 1.2 / OpenGL 4.1 supported graphics card, should be anything in the last ten years. Vulkan additionally requires dynamic rendering & push descriptors. If multi draw is supported, it is utilised.
Kalia is split into 2 parts:
- the rendering engine; and
- the mod / implementation
The engine API is designed to be low level, and agnostic of API or game. This engine can be used anywhere, not just in Minecraft.
In this mod, a Minecraft implementation has been created. To accomplish this, a small FFP emulation layer was written. This works well for most of MC and the mod offers performance better than vanilla, especially on macOS devices.
Additionally, we've ported Sodium to utilise this engine as well, as it is also designed to be agnostic of a specific rendering backend.
We have a Kotlin/Java supported rendering API planned (a higher-level one, similar to Blaze3D), to allow developers to easily migrate their code to something Kalia-native, and if they are not migrating, to make it easy to write something Kalia-native.
This is our roadmap for the foreseeable future. It may be altered at any point in time, depending on what happens with Minecraft. We'd like to stay consistent with how modern Minecraft goes, as well as how Sodium goes.
- Initial Vulkan rendering backend
- Port Sodium to run on Kalia
- OpenGL 4.1 rendering backend
- Instanced world rendering (entities, particles, nametags, etc.)
- Rewrite In-Game HUD
- Stabilise mod
- Iris Shaders, on OpenGL and Vulkan, and any future backends
Terrain Renderer - I'd like to thank @rhysdh540 for creating Argentum, a performant 1.8.9 implementation of Celeritas. It powers the terrain rendering of Kalia. And of course, embeddedt, for creating Celeritas.