Flywheel mirror in case github ever goes down
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Jozufozu e7d7602941 Lines aren't too bad
- Add LineModelBuilder and use that instead of the manual mesh creation
  in HitboxComponent.
- Clone mojang's line shader, adapted as a flywheel material.
  - Do not scale the view.
  - Set flw_vertexPos by multiplying by the inverse view projection.
- Remove centerline material.
- Use #define make padded vec3 uniforms available as actual vec3s.
- Add flw_viewProjectionInverse to uniforms.
- Minecarts actually delete the stuff from SimpleEntityVisual.
2024-02-02 14:15:36 -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 Revert addition of flw_vertexDiffuse and flw_fragDiffuse 2024-01-22 09:00:18 -08:00
gradle Automated nullability 2024-01-22 11:12:48 -08:00
src Lines aren't too bad 2024-02-02 14:15:36 -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
build.gradle Streamlined internal referencing 2024-01-28 15:27:02 -08:00
changelog.txt Update changelog.txt 2022-12-14 09:16:21 -08:00
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
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.