Flywheel mirror in case github ever goes down
Find a file
Jozufozu 163649e792 Cramming
- Implement cow and item visuals (very buggy!)
- Mostly copy vanilla's LivingEntityRenderer and ItemRenderer to
  implement the #beginFrame for CowVisual and ItemVisual
- Cache translations of vanilla LayerDefinition into flywheel MeshTrees
- Create models for individual parts in a second layer of cache
- Add so many accessors to get into LayerDefinition and friends
- Add glint material and material shader
- Add flw_systemSeconds and flw_systemMillis uniforms
- Create models from items via ItemModelBuilder
- Shove MeshEmitter into vanilla's item renderer via a hacky
  implementation of MultiBufferSource
- Fix options uniforms getting zeroed on a renderer reload
2024-04-08 23:08:45 -07:00
.github
.idea
docs/shader-api A sample of what's to come 2024-02-26 15:38:11 -08:00
gradle
src Cramming 2024-04-08 23:08:45 -07:00
.editorconfig
.gitattributes
.gitignore
build.gradle Cramming 2024-04-08 23:08:45 -07:00
changelog.txt
gradle.properties
gradlew
gradlew.bat
LICENSE.md
README.md
settings.gradle

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.