Flywheel mirror in case github ever goes down
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Jozufozu b400229ea4 Reduced to ashes
- renderCrumblingInstances accepts a list.
- Implement crumbling for InstancingEngine.
  - It's ugly.
  - Track what draw calls belong with what instancers.
  - DrawCalls lazily create a second VAO for one-off rendering.
  - Bind instance vbo with offset to scratch VAO to emulate a draw with
    baseInstance.
- Ignore discard predicate in crumbling context.
- SimpleContext takes a Consumer to set sampler bindings.
- Fix debugCrumbling command.
- Compile shaders against all contexts.

Side note: not sure if Context is the right place for crumbling. It
feels like it should be a material, but I don't know how that would
work.
2023-11-24 23:10:27 -08:00
.github Instance Refactor I 2023-04-04 12:36:54 -07:00
gradle/wrapper Build system but no build 2023-11-22 20:57:46 -08:00
src Reduced to ashes 2023-11-24 23:10:27 -08:00
.editorconfig Merge branch '1.18/dev' into 1.18/next 2023-03-28 13:22:53 -07:00
.gitattributes Squish 2024-03-07 19:08:15 -08:00
.gitignore Full of red flags 2023-11-18 16:07:58 -08:00
build.gradle Shaking things out 2023-11-24 14:29:03 -08:00
changelog.txt Update changelog.txt 2022-12-14 09:16:21 -08:00
gradle.properties Instant backport 2023-11-23 22:45:39 -08:00
gradlew Build system but no build 2023-11-22 20:57:46 -08:00
gradlew.bat Build system but no build 2023-11-22 20:57:46 -08:00
LICENSE.md Housekeeping 2023-05-21 15:24:33 -07:00
README.md Sweeping up 2021-12-14 22:00:44 -08:00
settings.gradle Build system but no build 2023-11-22 20:57:46 -08:00

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.