Flywheel mirror in case github ever goes down
Go to file
Jozufozu b8f6bf841d Biased towards artistic control
- Extend InstancerProvider to allow visuals to bias the render order of
  their instancers
- Keep the old InstancerProvider#instancer method with a bias of 0
- Add an explanation of render order in InstancerProvider
2024-07-26 16:32:05 -07:00
.github Upgrade gradle-wrapper action 2024-05-17 08:43:56 -07:00
.idea Add icon to .idea 2024-01-04 15:21:02 -08:00
buildSrc Implicitly initiated 2024-07-01 13:16:27 -07:00
common Biased towards artistic control 2024-07-26 16:32:05 -07:00
docs/shader-api Light in the shade 2024-07-15 15:15:34 -07:00
fabric Formalize most public API (#253) 2024-07-26 14:21:35 -06:00
forge Formalize most public API (#253) 2024-07-26 14:21:35 -06:00
gradle/wrapper Graidiomatic 2024-05-17 08:43:56 -07:00
.editorconfig Minor clean up and fixes 2024-05-17 08:43:56 -07:00
.gitattributes Squish 2024-03-07 19:08:15 -08:00
.gitignore Re-add package-info generation 2024-05-17 08:43:56 -07:00
build.gradle.kts Wait, it's all kotlin? 2024-05-17 08:43:56 -07:00
gradle.properties Implicitly initiated 2024-07-01 13:16:27 -07:00
gradlew Begin architectury setup 2024-05-17 08:43:56 -07:00
gradlew.bat Begin architectury setup 2024-05-17 08:43:56 -07:00
javadoc-options.txt Use central javadoc-options file 2024-05-17 08:43:56 -07:00
LICENSE.md All your script are belong to us 2024-05-17 08:43:56 -07:00
README.md Build sources are engine room too 2024-05-25 12:08:52 -07:00
settings.gradle.kts Implicitly initiated 2024-07-01 13:16:27 -07:00

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 {
    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.