OBJECTS V1 · GENERATIVE 3D
Custom blocks and mobs, sculpted from a sentence.
When a mod needs a throne, a crystal, or a dragon, the build agent calls a dedicated geometry generator. It writes in-game-ready 3D models: block JSON on the 16-unit grid, articulated entity part trees in Java, and collision shapes to match. Compiled straight into the JAR.
Rendered in your browser from the exact model data the engine produced. Drag to rotate.
Not decoration. Shipped geometry.
Every model on this page was produced by the same tool the build agent uses in production, under the same constraints it obeys in-game. Nothing here is re-modeled by hand; if it looks right in the browser, it is because the shipped data is right.
Axis-aligned cuboids on the 0-16 grid. Rotations locked to the five legal angles. Every element carries six faces with explicit UV mapping, plus blockstate and item model JSON.
Articulated part trees with pivots and parent-child chains: necks that carry heads, heads that carry jaws. Walk cycles, wing flaps, and tail waves written as animation code.
VoxelShape code that approximates the visual silhouette in the same coordinate system, so the hitbox matches what players see.
Fabric and NeoForge, with the correct mappings for each. The geometry is identical; the Java differs.
Straight from the pipeline, no touch-ups.
Everything renders from the exact model data the engine produced. Objects without their in-game textures render as clay: pure geometry and articulation. Drag any object to rotate it.
obsidian_throne
A regal high-backed throne carved from dark obsidian. Wide stepped base, thick armrests on both sides, a tall backrest that tapers toward the top with a subtle crown ridge. Imposing and angular.
lumen_crystal_cluster
A cluster of luminous crystals growing from a rough stone base. One tall central crystal and several smaller shards leaning outward at different angles. Translucent, glowing.
arcane_pedestal
An arcane display pedestal: wide square base, slimmer fluted column, flared top plate ready to hold an item. Carved stone with faint glowing runes.
ember_dragon
A lean four-legged dragon with a long articulated neck, a horned head with a hinged jaw, folded bat-like wings mounted at the shoulders, and a long tapering tail of three segments. Legs end in clawed feet.
HITBOX 2.4 x 2.2 · WALKING · WING_FLAP · TAIL_WAVE · HEAD_TRACKING
clockwork_golem
A broad-shouldered mechanical golem with a boxy riveted chest, a small head with glowing eyes, oversized segmented arms ending in blocky fists, and short sturdy legs. A large gear protrudes from its back.
HITBOX 1.4 x 2.7 · WALKING · ARM_SWING · HEAD_TRACKING
How an object gets made.
Objects are not a separate product; they are a stage inside every mod build. The build agent decides a shape is needed, writes the brief, and a dedicated frontier model produces the geometry under hard constraints that were verified in-game: grid alignment, legal rotation angles, ground contact, seamless connections.
The output is parsed, validated, compiled into the mod, and now recorded: every object lands in the registry that feeds this page the moment it is generated.
TRACE FROM A REAL BUILD. THE DRAGON IS IN THE SHOWCASE ABOVE.
OBJECTS V1
Describe the object. Ship the mod.
Objects V1 runs inside every mod build on Player Games. Ask for the throne, the reactor, the dragon; the engine will build the geometry and everything around it.