Flywheel mirror in case github ever goes down
Find a file
Jozufozu 0e00c7019d Cool and normal
- Reimplement normal debug mode
- Add debug mode for instance ID and light coordinates
- Pass an id into _flw_main
- Allow specifying how the debug color is applied, not sure if I want
  to keep it though
- Do not store the debug mode in config
2024-02-21 09:29:23 -06:00
.github Instance Refactor I 2023-04-04 12:36:54 -07:00
.idea Add icon to .idea 2024-01-04 15:21:02 -08:00
docs/shader-api Revert addition of flw_vertexDiffuse and flw_fragDiffuse 2024-01-22 09:00:18 -08:00
gradle Automated nullability 2024-01-22 11:12:48 -08:00
src Cool and normal 2024-02-21 09:29:23 -06:00
.editorconfig
.gitattributes Force generated jsons to check out with LF line endings on Windows 2020-05-14 21:12:58 -04:00
.gitignore Automated nullability 2024-01-22 11:12:48 -08:00
build.gradle Streamlined internal referencing 2024-01-28 15:27:02 -08:00
changelog.txt
gradle.properties Automated nullability 2024-01-22 11:12:48 -08:00
gradlew Build system but no build 2023-11-22 20:57:46 -08:00
gradlew.bat Build system but no build 2023-11-22 20:57:46 -08:00
LICENSE.md
README.md
settings.gradle Build system but no build 2023-11-22 20:57:46 -08:00

Logo by @voxel_dani on Twitter

Flywheel

A modern engine for modded Minecraft.
Jenkins Discord Curseforge Downloads

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.

Instancing

Flywheel provides an alternate, unified path for entity and tile entity rendering that takes advantage of GPU instancing. In doing so, Flywheel gives the developer the flexibility to define their own vertex and instance formats, and write custom shaders to ingest that data.

Shaders

To accomodate the developer and leave more in the hands of the engine, Flywheel provides a custom shader loading and templating system to hide the details of the CPU/GPU interface. This system is a work in progress. There will be breaking changes, and I make no guarantees of backwards compatibility.

Plans

  • Vanilla performance improvements
  • Compute shader particles
  • Deferred rendering
  • Different renderers for differently aged hardware

Getting Started (For Developers)

Add the following repo and dependency to your build.gradle:

repositories {
    maven {
        name "tterrag maven"
        url "https://maven.tterrag.com/"
    }
}

dependencies {
    implementation fg.deobf("com.jozufozu.flywheel:Flywheel-Forge:${flywheel_version}")
}

${flywheel_version} gets replaced by the version of Flywheel you want to use, eg. 1.18-0.3.0.3

For a list of available Flywheel versions, you can check the maven.

If you aren't using mixed mappings (or just want to be safe), add the following properties to your run configurations:

property 'mixin.env.remapRefMap', 'true'
property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"

This ensures that Flywheel's mixins get properly loaded in your dev env.