Flywheel mirror in case github ever goes down
Find a file
Jozufozu bedb92c73c Lessen updates today!
- LightLut now does incremental updates java-side
- Still requires a full upload when changed, though it does not take up
  much space
- ShaderLightVisualStorage now actually triggers removal of light
  section from the lut
2024-11-10 11:59:05 -08:00
.github Automated testing (#269) 2024-11-03 17:57:47 -08:00
.idea
buildSrc Automated testing (#269) 2024-11-03 17:57:47 -08:00
common Lessen updates today! 2024-11-10 11:59:05 -08:00
docs/shader-api All okay 2024-08-01 12:14:14 -07:00
fabric Automated testing (#269) 2024-11-03 17:57:47 -08:00
forge Remove rubidium optional dependency (#270) 2024-11-08 09:05:50 -08:00
gradle/wrapper Backport changes from 1.21.1 (#265) 2024-10-18 20:29:43 -07:00
.editorconfig Automated testing (#269) 2024-11-03 17:57:47 -08:00
.gitattributes
.gitignore fix loom version getting (#254) 2024-09-09 19:11:05 -07:00
build.gradle.kts Wait, it's all kotlin? 2024-05-17 08:43:56 -07:00
gradle.properties Backport changes from 1.21.1 (#265) 2024-10-18 20:29:43 -07:00
gradlew Backport changes from 1.21.1 (#265) 2024-10-18 20:29:43 -07:00
gradlew.bat Backport changes from 1.21.1 (#265) 2024-10-18 20:29:43 -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 fix loom version getting (#254) 2024-09-09 19:11:05 -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.