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Jozufozu b90b80c8b0 Turn it up to 11
- Consolidate context shaders into the common shaders, guarded by ifdefs
- Make ContextShaders into an enum
- Cache shaders by name instead of SourceComponents so the defines for
  contexts actually get compiled
- Move all embedding stuff into backend.embed
- Cannibalize GPULightVolume into an api better suited for environments
- Separate light storage from 3d texture management
- Add #delete to Environment
- Add light volume debug mode
2024-03-03 13:14:41 -08:00
.github Instance Refactor I 2023-04-04 12:36:54 -07:00
.idea Add icon to .idea 2024-01-04 15:21:02 -08:00
docs/shader-api A sample of what's to come 2024-02-26 15:38:11 -08:00
gradle Automated nullability 2024-01-22 11:12:48 -08:00
src Turn it up to 11 2024-03-03 13:14:41 -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 Automated nullability 2024-01-22 11:12:48 -08:00
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gradle.properties Automated nullability 2024-01-22 11:12:48 -08:00
gradlew Build system but no build 2023-11-22 20:57:46 -08:00
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LICENSE.md Housekeeping 2023-05-21 15:24:33 -07:00
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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.