diff --git a/README.md b/README.md index 1cb6065..4dd61f2 100644 --- a/README.md +++ b/README.md @@ -8,9 +8,12 @@ C++ module for creating volumetric worlds in Godot Engine. 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 @@ -18,20 +21,22 @@ 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 segmentation using blocks of 16x16x16 voxels (so the world can be theoretically infinite) -- Main development oriented for minecraft-style terrain by using voxels as types -- Experimental support for smooth terrain using Transvoxel http://transvoxel.org/, by using voxels as isolevels -- Vertex-based ambient occlusion on voxel edges -- Simple interface for deferred terrain generators (block by block using threads) -- Uses threads to stream terrain as the camera moves -- Optional performance statistics +- 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 on a distance field) +- Simple interface for custom terrain generators (block by block using threads) What this module doesn't provides ----------------------------------- -- Level of detail (not a priority for my project) +- 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 -- For reasons why I don't work on X or Y, see https://github.com/Zylann/godot_voxel/issues/17 + +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.