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CoralMap

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A minimap / world map mod for Minecraft Bedrock (Windows client) powered by LeviLamina. It draws through a DirectX 11 hook with an ImGui overlay and is client-side only.

Showcase

World map with biome-based terrain coloring and hill shadows

Desert island with long shadow-map shadows at high zoom

Zoomed-out overview of explored regions

Features

  • Minimap: circular minimap at the top-right corner showing surrounding terrain, chunk grid lines, the current chunk highlighted, a player heading arrow, and coordinates — with configurable size, margins, and colors
  • World map: toggled with the M key (rebindable), scroll-wheel zoom (0.2–40 px/block), drag-to-pan; rendered as per-region (256×256 blocks) textures composited via ImGui, with idle-texture VRAM reclamation
  • Terrain coloring: biome-based colors loaded from resource/biome_color.json, falling back to in-game biome sampling when unavailable; transparent water that turns more opaque with depth
  • Shadow rendering: three modes — none / simple heightmap gradient / shadow map with edge bevel — plus PCF soft shadows and a configurable fixed light direction (northwest azimuth, 60° zenith by default)
  • Smooth camera: spring-damper smoothed following, with adjustable stiffness and damping
  • Background terrain scanning: small per-frame batches to avoid stutters (32 chunks/frame, 128-block radius by default), periodic rescans, region-level baking when too many chunks are dirty, and a LevelDB disk cache

Configuration

A config.json is generated in the mod's config directory on first load. Common options:

Option Description
worldMap.toggleKey Key to toggle the world map (Win32 virtual-key code; 0x4D = M by default)
miniMap.sizeRatio / radiusChunks Minimap diameter as a fraction of window width / chunk radius shown
terrain.scanRadius / scanMaxChunksPerFrame Scan radius in blocks / max chunks scanned per frame
terrain.enableDiskCache Enable the disk cache
terrain.shadow.* Shadow mode, strength, softening radius, light direction
fontSize UI font size

Building

Dependencies: xmake, Visual Studio (clang-cl toolchain), LeviLamina client and its xmake-repo.

xmake f -y -p windows -a x64 -m release
xmake

After a successful build, the mod is packed into bin/CoralMap/ (including CoralMap.dll, manifest.json, and the resource/ assets).

Installation

Copy the whole bin/CoralMap folder into the mods/ directory of your LeviLamina client installation and start the game.

Project Structure

src/
├── mod/     Entry point (CoralMap class, mod registration, memory operators)
├── render/  Minimap / world map renderers
├── state/   Core state: terrain scanning, chunk management, coloring, shadow rendering
├── data/    Chunk / region data structures, memory and disk caches
├── helper/  DX11 hook, game event hooks, input blocking
└── config/  Configuration definitions

Contributing

Questions are welcome via issues; PRs accepted.

License

CC0-1.0 © CoralMap contributors

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