Flywheel mirror in case github ever goes down
Go to file
2024-10-12 15:50:10 -04:00
.github 1.21 Port I 2024-07-10 11:27:18 -04:00
.idea
buildSrc address review 2024-10-12 08:37:52 -04:00
common address review 2024-10-12 08:37:52 -04:00
docs/shader-api All okay 2024-08-01 12:14:14 -07:00
fabric fix breaks formatting 2024-10-12 15:50:10 -04:00
forge post to correct bus 2024-10-12 15:48:47 -04:00
gradle/wrapper Looming danger 2024-09-09 21:28:02 -07:00
.editorconfig Minor clean up and fixes 2024-05-17 08:43:56 -07:00
.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 Last fixes 2024-10-10 20:54:25 -04:00
gradlew Sodium 0.6 2024-08-22 19:41:28 -04:00
gradlew.bat Sodium 0.6 2024-08-22 19:41:28 -04:00
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 Merge remote-tracking branch 'upstream/1.20/dev' into feat/multi-loader-1.21 2024-09-14 08:57:52 -04:00

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.