f72abf8e1d
- Rename ReloadRenderersEvent to ReloadLevelRendererEvent - Rename Engine#renderCrumblingInstances to #renderCrumbling - Make all mixin classes package-private and abstract - Make all event classes final and document which event bus they are posted on - Add EndClientResourceReloadEvent - Replace some usages of ReloadLevelRendererEvent with EndClientResourceReloadEvent, including ModelHolder and ModelCache - Always add all existing entities from world to VisualizationManagerImpl on construction if level is instanceof Level - Delete all VisualizationManagerImpls on resource reload - Improve MemoryBlock utility - Add MemoryBlock#copyTo(MemoryBlock) - Remove MemoryBlock#reallocTracked and make #realloc create a tracked block if and only if the existing block is tracked - Fix reallocating a debug memory block creating a regular memory block - Change BakedModelBufferer to only invoke the result consumer if the data is not empty - Improve BackendArgument - Fix classloading BackendArgument early causing it to return incomplete suggestions - Always allow specifying namespace, allow matching only by path, and always display suggested IDs with namespace |
||
---|---|---|
.github | ||
gradle/wrapper | ||
src | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
build.gradle | ||
changelog.txt | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
LICENSE.md | ||
README.md | ||
settings.gradle |
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.