2d37c3894d
- Manually unroll all loops in light_lut with the help of macros - Pretty significant perf gains on my 5600G - I tried assembling a bitmask of the blocks we actually want to fetch and branching in each _FLW_LIGHT_FETCH in an attempt to reduce the bandwidth required but that turned out much slower. Perhaps there's still some middle-ground to be found for axis-aligned normals - Re-order the 8-arrays in _flw_lightForDirection to be xzy to be consistent with everything else and improve the memory access pattern |
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.github | ||
.idea | ||
buildSrc | ||
common | ||
docs/shader-api | ||
fabric | ||
forge | ||
gradle/wrapper | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
build.gradle.kts | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
javadoc-options.txt | ||
LICENSE.md | ||
README.md | ||
settings.gradle.kts |
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 {
compileOnly fg.deobf("dev.engine_room.flywheel:flywheel-forge-api-${minecraft_version}:${flywheel_version}")
runtimeOnly fg.deobf("dev.engine_room.flywheel:flywheel-forge-${minecraft_version}:${flywheel_version}")
}
${flywheel_version}
gets replaced by the version of Flywheel you want to use, eg. 1.0.0-beta
${minecraft_version}
gets replaced by the version of Minecraft you're on, eg. 1.20.1
For a list of available Flywheel versions, you can check the maven.
If you aren't using mixed mappings (or just want to be safe), add the following properties to your run configurations:
property 'mixin.env.remapRefMap', 'true'
property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"
This ensures that Flywheel's mixins get properly loaded in your dev env.