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🚀 Project Unbound: Supreme Optimization (PRE-ALPHA)
⚠️ WARNING: EXPERIMENTAL BUILD
This is a PRE-ALPHA release. It contains bugs, visual glitches, and experimental code. DO NOT use this on your main survival world without a backup.
Goal: This version is a "Proof of Concept" released for developers and technical enthusiasts to provide feedback and stress-test data.
🛑 The Problem
Minecraft Vanilla is built on 15-year-old architecture. It runs on a single main loop: if a zombie thinks too hard, your frame rate (FPS) dies. This is the Single-Thread Bottleneck.
⚡ The Solution
Project Unbound is a surgical rewrite of the game's Kernel. We replaced the Mojang main loop with a custom Multithreaded Scheduler designed to leverage the modern power of Java 21.
🛠️ Key Features (V1.0)
- 🔓 Decoupled Update Loop (Unlocked FPS)
In Vanilla, FPS is tied to TPS. If the server lags, your screen lags. Unbound separates them. Even if the internal server drops to 5 TPS under heavy load, your game remains visually fluid at 144+ FPS.
- 🧠 D.A.B. (Dynamic Activation of Brains)
Why calculate the AI of a zombie 100 blocks away?
Green Zone (<32 blocks): Full AI. Vanilla behavior.
Red Zone (>32 blocks): "Lobotomy". The entity becomes dormant. It exists physically but stops consuming CPU for logic.
Result: Reduces entity-related CPU load by ~80%.
- ⏳ Time Dilation (Anti-Freeze)
No more crashes when you explode too much TNT. Instead of freezing your screen, the engine activates Time Dilation. The simulation enters "Bullet Time" (Slow Motion) to allow the CPU to catch up. The game slows down, but never crashes.
- 🖥️ Cyberpunk HUD
Press F3 isn't enough. We verify the optimization with a custom overlay showing active vs. dormant entities in real-time.
⚙️ Requirements & Installation
Minecraft: 1.21.1 (Fabric)
Java: Java 21 IS MANDATORY
JVM Args: We highly recommend using -XX:+UseZGC -XX:+ZGenerational
🤓 Technical Deep Dive: Zero-Latency Memory
Minecraft is notorious for its "Micro-stutters" caused by memory management. Every time the game generates terrain, it creates millions of temporary objects. When Java cleans them up (Garbage Collection), the game freezes for a few milliseconds.
Project Unbound is architected specifically for Generational ZGC (Z Garbage Collector).
We restructured the engine's memory allocation patterns to be "ZGC-Friendly".
The Result: Memory cleanup happens concurrently with the game execution.
The Benefit: You get sub-millisecond pause times. The "lag spikes" that happen when moving fast or loading chunks are mathematically eliminated.
⚠️ CRITICAL: To activate this architecture, you MUST use the following JVM arguments: -XX:+UseZGC -XX:+ZGenerational
Project Unbound is an experimental project created by RonoxDEV.





