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Jozufozu 8e4ba54ea4 Should use separate attribute format correctly
- Switch to object oriented vertex array impl
- Expose vao api similar to separate attribute format
- For DSA, directly call methods
- For 33, defer state changes until bindForDraw is called
- Inline instanced mesh #drawInstances method in favor of more
  fine-grained control over binding order
- Move buffer binding to GlStateTracker
- Remove raw bindVAO(0) from indirect engine
- Make VertexAttribute a sealed interface.
- Fix ebo restore state by always updating it and never restoring it
- Remove restore state wrapping in DrawCall
- Also misc cleanup.
2023-05-06 17:04:58 -07:00
.github Instance Refactor I 2023-04-04 12:36:54 -07:00
gradle/wrapper Scheme-a-version 2022-07-15 00:00:54 -07:00
src Should use separate attribute format correctly 2023-05-06 17:04:58 -07:00
.editorconfig Merge branch '1.18/dev' into 1.18/next 2023-03-28 13:22:53 -07:00
.gitattributes
.gitignore Reduce merge conflicts with shader-sanity 2022-01-07 11:50:01 -08:00
build.gradle Merge branch '1.18/plan' into 1.18/next 2023-04-15 15:27:18 -07:00
changelog.txt Update changelog.txt 2022-12-14 09:16:21 -08:00
gradle.properties Instance Refactor I 2023-04-04 12:36:54 -07:00
gradlew Scheme-a-version 2022-07-15 00:00:54 -07:00
gradlew.bat Update Gradle wrapper files 2021-07-15 11:58:26 -07:00
LICENSE.md Final fix-ups 2022-07-15 19:29:42 -07:00
README.md Sweeping up 2021-12-14 22:00:44 -08:00
settings.gradle Change project name, update ci badge 2021-11-27 11:33:29 -08:00

Logo by @voxel_dani on Twitter

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

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.