Minecraft Firework Show Plugin (2025)

A full architectural rewrite of the MCFireworkshow plugin in Kotlin, introducing 3D display entities, camera paths, and laser choreography.

Open SourceKotlinMinecraft

Overview

Originally developed for the 8-Bit Community, Minecraft Firework Show (2025) is a ground-up architectural rewrite of my open-source stage and pyrotechnics plugin. Built in Kotlin, it expands a simple firework sequencer into a complete in-game show production suite featuring a web-based timeline editor, kinematic camera paths, laser beams, and animated 3D display entities.

Status: Active development.

Tools & Technologies: Kotlin, PaperMC Display Entity API, Web Editor Interface, WorldEdit API, GuardianBeam


Technical Preview


Technical Contributions & Systems Breakdown

1. Web-Based Timeline & Show Editor (WIP)

  • Visual Choreography Workflow: Designed a web-based editor interface that replaces manual YAML editing, enabling show designers to sequence cues, preview timings, and export show configurations directly to the server.

2. Advanced Stage & Visual Effects Engine

  • Bounding-Box Independent Lasers: Integrated SkytAsul's GuardianBeam to render dynamic, rotating laser arrays that remain visible regardless of entity frustum culling.
  • Granular Particle Emitters: Engineered a particle controller supporting custom velocity vectors, color gradients, and geometric emission patterns.
  • 3D Display Entities & Animated Models: Utilized Minecraft's Text Display and Item/Block Display entities to render floating stage typography, custom 3D props, and keyframe-animated models during performances.

3. Cinematic Camera & World Tooling

  • Camera Pathing: Implemented server-driven camera control sequences to guide spectators through smooth cinematic angles synchronized to the show timeline.
  • WorldEdit Integration: Added WorldEdit region and schematic hooks to automate stage setup and environmental changes mid-show.

Credits & Architectural Inspirations


Direct Impact

  • Accelerated Show Production: The web-based editor and WorldEdit integration drastically reduced the time required to choreograph multi-minute shows compared to manual config scripting.
  • Expanded Visual Fidelity: Combining display entities, camera paths, and lasers transformed standard firework shows into full multimedia in-game concerts.