Update README since there is now a more recent marching cubes mesher

This commit is contained in:
Marc Gilleron 2019-04-28 04:25:27 +01:00
parent 766e3d882c
commit 00decc3a61

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@ -8,9 +8,12 @@ C++ module for creating volumetric worlds in Godot Engine.
Setup 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". 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". 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 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) - 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 - 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) - Data paging using blocks of 16x16x16 voxels, so the world can be streamed with threads as you move
- Main development oriented for minecraft-style terrain by using voxels as types - Minecraft-style terrain with voxels as types, with multiple materials and baked ambient occlusion
- Experimental support for smooth terrain using Transvoxel http://transvoxel.org/, by using voxels as isolevels - Smooth terrain with voxels as distance field (using extensions of marching cubes on a distance field)
- Vertex-based ambient occlusion on voxel edges - Simple interface for custom terrain generators (block by block using threads)
- Simple interface for deferred terrain generators (block by block using threads)
- Uses threads to stream terrain as the camera moves
- Optional performance statistics
What this module doesn't provides 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) - 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) - Editor tools (only a few things are exposed)
- Import and export of voxel formats - 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.