Voxel module for Godot Engine
Go to file
Relintai 04b6bfa88f Added in some of the uv calculation stuff from my experimental voxel engine, to maybe help wilth better seeing the changes that I want. 2019-05-17 20:12:08 +02:00
math Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
meshers Use std::vector for speed 2019-04-28 21:02:42 +01:00
providers Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
screenshots
terrain Add base class to all meshers, gather common things in it 2019-04-28 20:48:59 +01:00
util Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
.gitignore
LICENSE.md
README.md
SCsub Add base class to all meshers, gather common things in it 2019-04-28 20:48:59 +01:00
config.py
cube_tables.cpp
cube_tables.h Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
register_types.cpp Add base class to all meshers, gather common things in it 2019-04-28 20:48:59 +01:00
register_types.h
voxel.cpp Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
voxel.h
voxel_buffer.cpp
voxel_buffer.h Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
voxel_isosurface_tool.cpp Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
voxel_isosurface_tool.h
voxel_library.cpp Added in some of the uv calculation stuff from my experimental voxel engine, to maybe help wilth better seeing the changes that I want. 2019-05-17 20:12:08 +02:00
voxel_library.h Added in some of the uv calculation stuff from my experimental voxel engine, to maybe help wilth better seeing the changes that I want. 2019-05-17 20:12:08 +02:00

README.md

Voxel Tools for Godot

C++ module for creating volumetric worlds in Godot Engine.

Example screenshot

Setup

You need to get the source of Godot 3.1+ and recompile it with this module.

Install the contents of the repo in a folder under "modules/", named "voxel".

IMPORTANT: if you clone the repo, Git will create the folder as the repo name, "godot_voxel". But because Godot SCons scripts consider the folder name as the module's name, it will generate wrong function calls, so you must rename the folder "voxel". For more info about Godot modules, see http://docs.godotengine.org/en/3.1/development/cpp/custom_modules_in_cpp.html

What this module provides

  • Fully editable terrain as long as you call the right functions (see demo: https://github.com/Zylann/voxelgame)
  • Voxel storage using 8-bit channels like images for any general purpose
  • Data paging using blocks of 16x16x16 voxels, so the world can be streamed with threads as you move
  • Minecraft-style terrain with voxels as types, with multiple materials and baked ambient occlusion
  • Smooth terrain with voxels as distance field (using extensions of marching cubes)
  • Simple interface for custom terrain generators (block by block using threads)

What this module doesn't provides

  • Level of detail for blocky terrain
  • Level of detail for smooth terrain (not YET)
  • Game specific features such as cave generation or procedural trees (though it might include tools to help doing them)
  • Editor tools (only a few things are exposed)
  • Import and export of voxel formats

Roadmap

I work on this module whenever I want and add things I'd like to have, so the roadmap is pretty much depending on my personal agenda.