Flywheel mirror in case github ever goes down
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JozsefA 69cf9e9b21 Commands, config, and a logo
- Added /flywheel backend command to replace /create experimentalRendering
 - Added /flywheel normalOverlay command
 - Need to think more about a good way to do this in a client only way
 - Added basic config
 - Logo in README.md (thanks, dani!)
2021-06-18 22:52:33 -07:00
gradle/wrapper Squish 2024-03-07 19:08:15 -08:00
src/main Commands, config, and a logo 2021-06-18 22:52:33 -07:00
.editorconfig Squish 2024-03-07 19:08:15 -08:00
.gitattributes Squish 2024-03-07 19:08:15 -08:00
.gitignore Squish 2024-03-07 19:08:15 -08:00
build.gradle Add licence 2021-06-16 11:58:17 -07:00
gradle.properties Squish 2024-03-07 19:08:15 -08:00
gradlew Squish 2024-03-07 19:08:15 -08:00
gradlew.bat Squish 2024-03-07 19:08:15 -08:00
LICENCE.md Add licence 2021-06-16 11:58:17 -07:00
README.md Commands, config, and a logo 2021-06-18 22:52:33 -07:00

Logo

Flywheel

A modern engine for modded Minecraft.
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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

So far, 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.