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Ressources / Plugins / Untitled Physics

Untitled Physics

Server-side 3D rigid-body physics engine and developer API using Display Entities, exact VoxelShape hitboxes, mechanical joints, and region conversion.

PluginsGratuit1.21
par kyoto482 · repris depuis Modrinth
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Téléchargement direct depuis Modrinth · 2 téléchargements

Ce qu'il fait

kyoto482 a créé Untitled Physics (plugin) pour les serveurs Paper / Spigot. Server-side 3D rigid-body physics engine and developer API using Display Entities, exact VoxelShape hitboxes, mechanical joints, and region conversion.

Versions prises en charge : Minecraft 1.21. On compte 2 téléchargements sur Modrinth. Il arrive ainsi en position n° 84 sur les 88 plugins de bibliothèques et d'API listés ici. La dernière mise à jour date du 05/11/2026.

Versions prises en charge

1.21

Historique des versions

La plus récente est 1.0.0, sortie le 05/11/2026. Elle est faite pour Minecraft 1.21.4. Elle fonctionne sur Paper et Purpur. Le téléchargement fait 309 KB.

VersionPubliéMinecraftType
1.0.005/11/20261.21.4Stable

Commandes

Les commandes citées sur la page Modrinth de Untitled Physics :

/untitled/uphysics/uphys/up

Permissions

Permissions citées là-bas, à donner avec un plugin comme LuckPerms :

untitledphysics.getuntitled.command.spawnuntitled.command.wanduntitled.command.regionuntitled.command.reactionsuntitled.command.debuguntitled.command.simuntitled.command.statsuntitled.command.clearuntitled.command.languntitled.*untitled.adminuntitled.wand.gravityuntitled.wand.selectoruntitled.wand.voxelizeruntitled.wand.linker
Description de l'auteur sur Modrinth

Untitled Physics

Real-time 3D rigid-body physics engine and developer API for Paper 1.21.4 servers — powered by native Display Entities with zero client mods or resource packs required.


What is Untitled Physics?

Untitled Physics brings true server-side 3D rigid-body simulation to Paper 1.21.4+ without requiring players to install any client mods or resource packs. Every physical object is rendered through native Minecraft BlockDisplay, ItemDisplay, and TextDisplay entities paired with shape-fitted Interaction hitboxes and a jitter-free Split-Impulse Projected Gauss-Seidel (PGS) constraint solver.

It works out of the box in two modes:

  1. Standalone Server Plugin — convert structures into physical or destructible 3D objects, manipulate bodies with interactive physics wands, connect blocks with ropes/springs/hinges, and fine-tune 34 world reaction rules.
  2. Developer Library (UntitledPhysics.get()) — a clean, zero-NMS Java API for spawning custom multi-part 3D bodies, motorized joints, force fields, raycasts, and listening to physical collision/interaction events in your own plugins.

(Attach Showcase GIF 5–8 sec / Прикрепить короткую GIF-анимацию 5–8 сек: взрыв ТНТ или выстрел Wind Charge рядом с выделенной постройкой в режиме breakable — блоки реалистично разлетаются, вращаются в 3D и плавно замирают на земле без дрожания)


Key Features

1. Exact VoxelShape Colliders & Hitboxes

No phantom full-cube air boxes around non-cubic blocks:

  • 1:1 Block Geometry: Automatically reads Paper's Block#getCollisionShape() (VoxelShape) for slabs, stairs (straight, corner, upside-down), trapdoors, fences, walls, anvils, cauldrons, lecterns, lanterns, chains, and carpets, shifting the collider to its exact volume-weighted Center of Mass (COM) via the Parallel Axis Theorem.
  • Subdivided Interaction Hitboxes: Click and attack hitboxes wrap each sub-box of the VoxelShape so players can click and shoot arrows right through the empty cutout of stairs or arches.

(Attach Screenshot / Прикрепить скриншот с включённым /untitled debug hitboxes: на земле лежат физическая дубовая ступенька, полублок, люк и наковальня — отчётливо виден каркас коллайдера точно по L-образной форме ступеньки)

2. 3D Region Conversion & Destructible Structures

Turn any building, tree, bridge, or statue into a physical 3D object:

  • Select Pos1 and Pos2 using the Region Selector wand (/untitled selwand) or /untitled pos1 & /untitled pos2 with a live particle wireframe preview.
  • /untitled convert compound — merges adjacent full cubes via 3D Greedy Voxel Meshing and hides enclosed interior blocks (Interior Culling) to maximize client FPS and keep server MSPT minimal.
  • /untitled convert breakable — welds neighboring blocks with breakable FixedJoint constraints (breakImpulse) so explosions and heavy impacts shatter walls and roofs into pieces.

(Attach Before/After Screenshot or GIF / Прикрепить GIF или 2 скриншота «До и После»: выделение небольшой башни рамкой Region Selector -> /untitled convert breakable -> попадание взрыва и обрушение конструкции)

3. Calibrated to Vanilla Minecraft 1.21.4 Constants

Simulation values are matched to real Minecraft mechanics rather than arbitrary numbers:

  • Gravity: -16.0 m/s² (0.04 blocks/tick², matching vanilla FallingBlock, PrimedTnt, Item, and Boat free-fall; includes entity = -32.0, earth = -9.81, moon = -3.7, and zero presets).
  • Pistons, Slime & Honey: Piston-driven Slime Blocks launch bodies at exact vanilla 20.0 m/s (1.0 block/tick), Honey Blocks carry bodies cleanly by 1.0 block, and non-sticky retracting pistons wake resting bodies without false pulling.
  • Explosions: Uses exact vanilla blast radius 2.0 × power (TNT = 4 → 8m, Creeper = 3/6 → 6/12m, End Crystal = 6 → 12m, Bed/Anchor = 5 → 10m, Wind Charge = 2.6m/3.0m) with raycast wall occlusion and optional temporary 3D block debris.
  • Hydrodynamics & Surfaces: 9-point Archimedes buoyancy in water and lava, river & Nether/Overworld lava flow currents, Soul Sand / Magma bubble columns, cobweb & powder snow damping, bed (0.66) & slime (0.85) bounce, hay bale impact absorption, Blue Ice < Packed Ice < Ice friction tiers, and exact Attribute.ENTITY_INTERACTION_RANGE melee reach (3.0m Survival / 5.0m Creative).

(Attach Screenshot or GIF / Прикрепить скриншот или GIF: деревянные ящики плывут по течению воды и подбрасываются колонной пузырей от песка душ, а тяжёлая наковальня лежит на дне)

4. Interactive Physics Wands

Run /untitled wand [all|gravity|selector|voxelizer|linker] to obtain:

  • Gravity Gun (BLAZE_ROD) — RMB to grab/carry any dynamic 3D body in mid-air, Sneak + Scroll to adjust distance, LMB to launch forward.
  • Region Selector (BREEZE_ROD) — LMB = Pos1, RMB = Pos2, Sneak + RMB = convert region into physics.
  • Voxelizer (AMETHYST_SHARD) — RMB converts a single world block into a zero-shift 3D body; Sneak + RMB merges a 3×3×3 cluster; LMB creates a breakable welded cluster.
  • Joint Linker (TRIPWIRE_HOOK) — RMB two bodies (or one body and a world block) to link them; Sneak + LMB cycles joint mode (SPRING, ROPE, BALL_SOCKET, BREAKABLE_WELD).

5. Claim Protection, TPS Safety & 34 Reaction Flags

  • Claim & Container Protection: Fires cancellable BlockBreakEvent probes before converting blocks (compatible with WorldGuard, GriefPrevention, Towny, Lands, and spawn protection), enforces WorldBorder, blocks unbreakable/technical blocks (bedrock, portals, spawners, command blocks), and skips InventoryHolder containers (skip-containers: true) so player loot is never lost.
  • 34 Toggleable Reaction Flags: Run /untitled reactions for an interactive clickable chat menu controlling all 34 flags across 8 categories (globally, per-world, per-body, or per-player).
  • Per-Admin Live 3D Debugger: Run /untitled debug to inspect OBB/compound collider wireframes, contact points, velocity vectors, joint tension, and real-time MSPT in the ActionBar (visible only to the admin who enabled it).
  • Multi-Language (messages.yml): Built-in English (en) and Russian (ru) locales with hot-reload (/untitled reload) and custom language support.

(Attach Screenshot / Прикрепить составной скриншот: слева — интерактивное меню /untitled reactions в чате, справа — режим /untitled debug со строкой телеметрии над хотбаром)


Requirements & Installation

  • Server Software: Paper 1.21.4 or compatible fork (Purpur). Folia regional multithreading and Spigot/CraftBukkit without Paper's VoxelShape / Adventure APIs are not supported.
  • Java Version: Java 21 or newer.
  • Client: Vanilla Minecraft 1.21.4 (no client mods needed).
  1. Drop Untitled.jar into your server's plugins/ folder and restart the server.
  2. Edit plugins/Untitled/config.yml and plugins/Untitled/messages.yml if desired (switch default language anytime with /untitled lang en or /untitled lang ru).
  3. Configure LuckPerms permissions if granting tools or commands to non-operators.

Commands & Permissions

Primary command: /untitled (aliases: /uphysics, /uphys, /up).

Command · Permission · Description
/untitled spawn ... · untitled.command.spawn · Spawn a physical 3D Display body
/untitled wand [all\ · gravity\ · selector\ · voxelizer\ · linker] · untitled.command.wand · Give interactive physics wand tools
/untitled selwand / pos1 / pos2 / selclear · untitled.command.region · Select or clear a 3D region
/untitled convert [compound\ · breakable] [cut\ · keep] · untitled.command.region · Convert selected structure into a compound or breakable body
/untitled voxelize [radius] [compound\ · breakable] · untitled.command.region · Convert blocks around your crosshair into 3D physics
/untitled reactions [list\ · toggle\ · enable\ · disable\ · body\ · ignore\ · reset] · untitled.command.reactions · Configure all 34 physics reaction flags
/untitled debug [toggle\ · all\ · off\ · actionbar\ · particles\ · hitboxes\ · contacts\ · velocity\ · joints] · untitled.command.debug · Toggle real-time 3D particle & ActionBar debugger
/untitled gravity · untitled.command.sim · Change world gravity vector
/untitled explode [strength] [radius] / pause / step [ticks] · untitled.command.sim · Trigger shockwave, pause simulation, or step ticks manually
/untitled stats · untitled.command.stats · View world body counts, contacts, and step time (ms)
/untitled clear · untitled.command.clear · Remove all physics bodies in the current world
/untitled lang [code] / /untitled reload · untitled.command.lang / .reload · Switch active locale or hot-reload config.yml & messages.yml

Additional Permission Nodes:

  • untitled.* / untitled.admin (default: op) — full access to all commands, wands, and interactions.
  • untitled.wand.gravity, untitled.wand.selector, untitled.wand.voxelizer, untitled.wand.linker (default: op) — required to actively use each wand item.
  • untitled.interact.push, untitled.interact.attack, untitled.interact.fish, untitled.interact.click (default: true) — natural gameplay interactions (walking into bodies, punching/shooting, fishing rod pulling, right-clicking).

Developer API Quickstart

Add depend: [Untitled] to your plugin.yml and compile against Untitled.jar:

dependencies {
compileOnly("io.papermc.paper:paper-api:1.21.4-R0.1-SNAPSHOT")
compileOnly(files("libs/Untitled-1.0.0.jar"))
}

import dev.untitled.physics.api.PhysicsEngine;
import dev.untitled.physics.api.UntitledPhysics;
import dev.untitled.physics.body.PhysicsMaterial;
import dev.untitled.physics.body.RigidBody;
import dev.untitled.physics.config.PhysicsReactionFlag;
import dev.untitled.physics.dynamics.joint.HingeJoint;
import dev.untitled.physics.math.Vec3;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.util.BoundingBox;

public void spawnMechanism(Location loc) {
PhysicsEngine engine = UntitledPhysics.get();

// 1. Spawn a block body with automatic VoxelShape compound collider & fitted Interaction hitboxes
RigidBody stairs = engine.spawnBlockBody(
loc, Material.OAK_STAIRS.createBlockData(), Vec3.ONE, PhysicsMaterial.WOOD
);

// 2. Attach a motorized HingeJoint (revolving door, windmill, drawbridge)
HingeJoint hinge = new HingeJoint(stairs, null, Vec3.fromLocation(loc), Vec3.UNIT_Y)
.enableMotor(3.0, 100.0);
engine.getWorld(loc.getWorld()).addJoint(hinge);

// 3. Convert a 3D world BoundingBox into a greedy-meshed compound body
engine.convertRegionToCompoundBody(loc.getWorld(), new BoundingBox(0, 64, 0, 6, 70, 6), true);

// 4. Override individual reaction flags per body
stairs.reactions().set(PhysicsReactionFlag.EXPLOSION_SHOCKWAVE, false);
}

Custom Bukkit Events (dev.untitled.physics.api.event):

  • RigidBodyCreateEvent & RigidBodyRemoveEvent
  • RigidBodyCollisionEvent (contact point, normal, normal impulse, second body or hit world block)
  • RigidBodyInteractEvent (Cancellable — ATTACK_IMPULSE, RIGHT_CLICK, GRAB_START, GRAB_RELEASE)
  • PhysicsJointBreakEvent (fired when a joint exceeds its breakImpulse / maxImpulse)

Écrite par kyoto482. À lire avec les images sur Modrinth.

Comment installer Untitled Physics

  1. Vérifie que ton serveur tourne sous Paper et Spigot en Minecraft 1.21.

  2. Télécharge le fichier .jar depuis Modrinth et place-le dans le dossier plugins de ton serveur.

  3. Redémarre le serveur. Évite /reload, beaucoup de plugins le supportent mal.

  4. Tape /plugins dans la console : Untitled Physics doit apparaître en vert. Ses fichiers de config sont créés dans le dossier plugins au premier démarrage.

Guide complet: Comment installer des plugins sur un serveur Minecraft

Compatibilité

Versions de Minecraft
1.21
Fonctionne sur
Paper, Spigot
Édition
Java
Nécessite
Rien d'autre
Licence
Utilisation gratuite
Prix
Gratuit
Suivi
Mis à jour activement (15/11/2026)

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Questions

Est-ce que Untitled Physics fonctionne sur Minecraft 26.x ?

Pas encore. La version la plus récente prise en charge est Minecraft 1.21.

Est-ce que Untitled Physics est gratuit ?

Oui. Untitled Physics se télécharge gratuitement sur Modrinth.

Sur quel logiciel serveur fonctionne Untitled Physics ?

Untitled Physics fonctionne sur les serveurs Paper et Spigot.

Untitled Physics est-il encore mis à jour ?

Oui. La dernière mise à jour date des dernières 24 heures.

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