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Jozufozu e405c41ade More indirecter
- Indirect now supports multiple meshes per model.
- Cull entire models at once and then apply the accumulated instance
  count to each draw command in a separate compute pass.
- Add utility to calculate the bounding sphere for multiple meshes.
- Inline IndirectDrawSet into IndirectCullingGroup.
- Use MemoryBlocks for draw command and model descriptor storage.
- Fix leaked draw commands.
- Add IndirectModel to track bounding sphere and instancer stuffs.
- IndirectDrawCommand now references IndirectModel instead of Instancer.
2023-12-04 00:25:20 -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 More indirecter 2023-12-04 00:25:20 -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 Port fixes and other changes 2023-11-25 14:09:30 -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.
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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.