461578ec0e
* Automated testing * Testing testing - Use 2 spaces for indents yaml - Move setupTestMod to PlatformExtension - Allow specifying the sourceSet for the testMod artifact - Rename things to camelCase - Use rootCompile from transitiveSourceSets for the testMod source sets - Use a blanket remapTestModJar task in the gh actions build * Fail slowly - We want to know the results of both tests regardless * Add workflow dispatch * Shoes should be steel toed, dangerous stuff * Update build.yml * fix modid * Update FlywheelTestModClient.java * add debug logging * fix syntax issues * fix issues * Update build.yml * Add debug logging * more logging * get testmod from correct dir * switch to env var * Why wait? - Immediately audit on client tick * DidObfuscate - Fix RenderSystemMixin on fabric - setShaderFogShape's arguments need to be remapped, but the name of the function should not be. Fortunately mixin allows matching by function name alone * Clever commit title - Change the Fabric mod ID to match Forge - Move "Flywheel Test Mod" to static - Cleanup start/stop messages - Use the client start event on Fabric --------- Co-authored-by: Jozufozu <jozsefaug@gmail.com> |
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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.