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KasugaLibNext Documentation
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KasugaLibNext Documentation
GitHub
KasugaLibNext Documentation
Getting Started
Getting Started
Dependencies and Runtime Environment
Installation and Deployment
Minimal Example Project
Guides
Guides
Data-driven getting started: from an empty directory to a moving block
Path 1: adding content with data-driven files (organization and best practices)
Extension guide: what you have to write Java for (How-to)
Offscreen Output and Multi-Camera Rendering
Build and Verification Entries
Real-Asset Wardrobe Swap and MC Equipment Example
API Reference
API Reference
Anchor and Minecraft equipment attachment
Camera Control and Animation Tracks
Player / Free / Fixed Camera
Configuration Options
Data-Driven Registration
Data-Driven Registration
Data-driven JSON format specification (schema)
Data-driven registration-phase API (JsonTreeBuilder, index, and content dispatch)
Data-driven extension API (TypeHandler, BuildContext, and property parsers)
Data-Driven Diagnostics API (Diagnostics, Commands, and Error Classification)
Data-Driven Reload API (Including the Assertable Pure-Function Surface and Call Examples)
Kasuga Custom Rendering Specification
Managed Effects and Post-Processing
Extension Point Catalog
Formula Module
MC final frame offscreen output
State Machine and Animation Clip JSON Reference
Lifecycle and Initialization Order
Minecraft outfit resources and instance switching API
PMX and glTF Ragdoll Configuration
Model assembly and outfit cache API
Generic model posing and animation API
Modelling Module
Multi-camera output contract
Model Variant Selection (Multiplexer) Reference
KasugaLib PMX β PBR Conversion
Physics, IK, and ModelTickLoop API
Model Material Alpha Rendering Reference
Model render scheduling (Render Scheduling)
Rendering backend integration reference
Java Shader DSL Reference
Sidedness Model
Skeleton Dynamics API Reference
UML rendering framework and backend interfaces
Sky Volumetric Clouds and Cumulonimbus Instances
Explanations and Design
Explanations and Design
How cameras and the shared animation timeline work
How data-driven registration works
How custom render pipelines work
How final frame output works
How the layered animation state machine works
How MMD and glTF Ragdoll Adaptation Works
How Model subsystem format boundaries work
How model variant selection works
How offscreen rendering, multi-camera, and shared output work
How PMX stylized PBR baking works
How Native Physics and the Pose Pipeline Work
How model material alpha rendering works
How model visibility and render scheduling work
How the boundary between rendering modules and the graphics API works
How generic skeleton physics, IK, and closure constraints work
Threading Model
How the UML render framework and resource ownership work
How multi-layer volumetric cloud rendering works
Project and Version Information
Project and Version Information
Changelog and Version Policy
Version Compatibility Matrix
Contributor Documentation
Chinese-English Glossary
License and Redistribution
Known Limitations
Migration Guide
Consumers
Wardrobe Example Verification Record and Performance Baseline
Consumers
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