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Jozufozu 96eb5ea47c Less omissions in mesh emission
- Cannibalize shade separated vertex consumer to function as the mesh
  emitter for baked model buffering
- Create one MeshEmitter per chunk RenderType to allow more coherency
  during multi block buffering
- MeshEmitters own BufferBuilders, and the buffering functions call
  #begin on the mesh emitters directly
- Each time the emitter sees a quad with a different shade flag than the
  previous run of quads, it emits a mesh and begins again
- Finally, the buffering functions call #end on the mesh emitters to
  emit trailing meshes and clear transient state
- Add diffuse debug mode
- Order indirect draws by mesh index first
- Remove non-shade separated option from buffering utilities because it
  allows you to opt in to incorrect behaviour
- Remove TessellatedModel
- Document mesh ordering contract in Model
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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.