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PepperCode1 eb8dc6bc07 Switch to instancing controllers
- Combine InstanceFactories and FlywheelRendered into
InstancingControllers
- Store these controllers directly in the BlockEntity/Entity type
instead of a map for efficiency
- Redo InstancedRenderRegistry to fit these changes
- Rename all tile to block entity
- Remove all interface I prefixes
- Organize imports
- Bump version to 0.5.1
2022-01-03 21:41:08 -08:00
.github/ISSUE_TEMPLATE Bump version - 0.5.0 2021-12-22 22:37:27 -08:00
gradle/wrapper 1.18.1 2021-12-11 14:18:43 -08:00
src/main Switch to instancing controllers 2022-01-03 21:41:08 -08:00
.editorconfig Fix else formatting 2021-06-30 13:03:02 -07:00
.gitattributes Force generated jsons to check out with LF line endings on Windows 2020-05-14 21:12:58 -04:00
.gitignore Clean-up 2021-02-06 22:41:20 +01:00
build.gradle Towards starlight compat 2021-12-26 15:41:20 -08:00
changelog.txt Bump version - 0.5.0a 2021-12-29 10:59:34 -08:00
gradle.properties Switch to instancing controllers 2022-01-03 21:41:08 -08:00
gradlew Parchment and gradle changes 2021-11-08 13:19:48 -08:00
gradlew.bat Update Gradle wrapper files 2021-07-15 11:58:26 -07:00
LICENCE.md Switch to MIT Licence 2021-08-02 20:07:49 -07:00
README.md Sweeping up 2021-12-14 22:00:44 -08:00
settings.gradle Change project name, update ci badge 2021-11-27 11:33:29 -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.