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Alfheim is a lighting engine replacement for Minecraft, optimized for performance and fixing many bugs

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Red-Studio-Ragnarok/Alfheim

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Alfheim

Alfheim is a fork (or a rewrite depending on your views on the ship of Theseus) of Hesperus which is a fork of Phosphor.

What benefit does this have over Phosphor/Hesperus?

Alfheim aims to be compatible in all scenarios, and if for any reasons something is fundamentally incompatible, a warning will tell you what is happening instead of crashing with hardly any information.

Alfheim also has a lot of optimizations of all sizes over Phosphor/Hesperus. For example the lighting engine deduplicates the lighting updates, meaning that if multiple updates are made to the same block, only one calculation is performed.

There is also client side optimizations, Phosphor/Hesperus unnecessarily forces lights to be updated before each frame which Alfheim doesn't. On the same note, Alfheim also stop processing light updates when the game is paused. The processing of light updates is also much faster by using the same high speed deduplicated queue as the lighting engine.

There is probably a lot more optimizations that I haven't listed here, but these are great examples.

Alfheim also fixes more vanilla lighting issues than Phosphor/Hesperus, here is a list of all fixes and where they come from:

Fixed in Phosphor/Hesperus:

Fixed in Alfheim:

Why not just PR to Hesperus?

Fair question, the reason is simple, Alfheim compared to Hesperus isn't just a fork to fix bugs, it is my continuation of it. And as seen in the past, my continuations of mods aren't just modifying some things, they are pretty invasive and basically change everything internally.

It wasn't this way at first, I wanted to PR some stuff to Hesperus but after doing parts of it, it became clear that it had grown bigger than a PR. So then I decided to do Alfheim, as of now it focuses on optimizations, bug fixes and compatibility improvements, but I have more plans.


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