![]() * Start on general API formalization * More API improvements - Add Engine#onLightUpdate; remove LightUpdateHolder and backend/ClientChunkCacheMixin - Add Effect#level - Add VisualizationHelper#queueAdd and #queueRemove for Effects - Fix PartialModel not assigning bakedModel field when populating on init - Fix PartialModel.ALL using weak keys instead of weak values - Make Simple*Visualizer and corresponding inner Builder classes final - Restore FlatLit#light overload that accepts block and sky light values separately - Add AbstractBlockEntityVisual#relight overloads that accept Iterator and Iterable - Reorganize classes in impl.vizualization * TaskExecutor simplification - Move TaskExecutor#sync* methods to TaskExecutorImpl - Move Flag and RaisePlan to impl - Remove TaskExecutor#scheduleForMainThread and #isMainThread methods - Remove SyncedPlan - Add Engine#setupRender - Remove TaskExecutor parameters from Engine#render* methods - Convert Engine$CrumblingBlock into an interface - Unmark RenderContext as NonExtendable to allow fulfilling the purpose described in the doc of VisualizationManager#renderDispatcher * Remove registry freeze callbacks - Lazily initialize MaterialShaderIndices - Rename MaterialShaders#*Shader to #*Source - Move BackendImplemented to api.backend package |
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.github | ||
.idea | ||
buildSrc | ||
common | ||
docs/shader-api | ||
fabric | ||
forge | ||
gradle/wrapper | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
build.gradle.kts | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
javadoc-options.txt | ||
LICENSE.md | ||
README.md | ||
settings.gradle.kts |
About
The goal of this project is to provide tools for mod developers so they no longer have to worry about performance, or limitations of Minecraft's archaic rendering engine. That said, this is primarily an outlet for me to have fun with graphics programming.
Instancing
Flywheel provides an alternate, unified path for entity and tile entity rendering that takes advantage of GPU instancing. In doing so, Flywheel gives the developer the flexibility to define their own vertex and instance formats, and write custom shaders to ingest that data.
Shaders
To accomodate the developer and leave more in the hands of the engine, Flywheel provides a custom shader loading and templating system to hide the details of the CPU/GPU interface. This system is a work in progress. There will be breaking changes, and I make no guarantees of backwards compatibility.
Plans
- Vanilla performance improvements
- Compute shader particles
- Deferred rendering
- Different renderers for differently aged hardware
Getting Started (For Developers)
Add the following repo and dependency to your build.gradle
:
repositories {
maven {
name "tterrag maven"
url "https://maven.tterrag.com/"
}
}
dependencies {
compileOnly fg.deobf("dev.engine_room.flywheel:flywheel-forge-api-${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.