Add maven info to README.md, fix curseforge shield

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JozsefA 2021-06-22 10:05:31 -07:00
parent 373a49abc6
commit 937b46a323

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<h1>Flywheel</h1>
<h6>A modern engine for modded Minecraft.</h6>
<a href='https://ci.tterrag.com/job/Flywheel/job/Forge/job/1.16/'><img src='https://ci.tterrag.com/job/Flywheel/job/Forge/job/1.16/badge/icon' alt="Jenkins"></a>
<a href="https://discord.gg/xjD59ThnXy"><img src="https://img.shields.io/discord/841464837406195712?color=844685&label=Discord&style=flat" alt="Discord"></a>
<a href="https://www.curseforge.com/minecraft/mc-mods/flywheel"><img src="http://cf.way2muchnoise.eu/flywheel.svg" alt="Curseforge Downloads"></a>
<a href="https://discord.gg/xjD59ThnXy"><img src="https://img.shields.io/discord/841464837406195712?color=5865f2&label=Discord&style=flat" alt="Discord"></a>
<a href="https://www.curseforge.com/minecraft/mc-mods/flywheel"><img src="http://cf.way2muchnoise.eu/486392.svg" alt="Curseforge Downloads"></a>
<br>
</div>
d
## About
The goal of this project is to provide tools for mod developers so they no longer have to worry about performance, or limitations of Minecraft's archaic rendering engine.
That said, this is primarily an outlet for me to have fun with graphics programming.
@ -26,3 +26,23 @@ To accomodate the developer and leave more in the hands of the engine, Flywheel
- Compute shader particles
- Deferred rendering
- Different renderers for differently aged hardware
### Getting Started (For Developers)
Add the following repo to your `build.gradle`:
```groovy
repositories {
maven {
name "tterrag maven"
url "https://maven.tterrag.com/"
}
}
```
Then add Flywheel as a dependency:
```groovy
dependencies {
compile fg.deobf("com.jozufozu.flywheel:Flywheel:1.16-0.0.2.6")
}
```