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Update README since there is now a more recent marching cubes mesher
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README.md
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README.md
@ -8,9 +8,12 @@ C++ module for creating volumetric worlds in Godot Engine.
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Setup
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------
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You need to get the source of Godot 3.1+ and recompile it with this module.
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Install the contents of the repo in a folder under "modules/", named "voxel".
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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".
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For more info about Godot modules, see http://docs.godotengine.org/en/3.1/development/cpp/custom_modules_in_cpp.html
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What this module provides
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@ -18,20 +21,22 @@ What this module provides
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- Fully editable terrain as long as you call the right functions (see demo: https://github.com/Zylann/voxelgame)
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- Voxel storage using 8-bit channels like images for any general purpose
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- Data segmentation using blocks of 16x16x16 voxels (so the world can be theoretically infinite)
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- Main development oriented for minecraft-style terrain by using voxels as types
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- Experimental support for smooth terrain using Transvoxel http://transvoxel.org/, by using voxels as isolevels
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- Vertex-based ambient occlusion on voxel edges
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- Simple interface for deferred terrain generators (block by block using threads)
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- Uses threads to stream terrain as the camera moves
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- Optional performance statistics
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- Data paging using blocks of 16x16x16 voxels, so the world can be streamed with threads as you move
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- Minecraft-style terrain with voxels as types, with multiple materials and baked ambient occlusion
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- Smooth terrain with voxels as distance field (using extensions of marching cubes on a distance field)
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- Simple interface for custom terrain generators (block by block using threads)
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What this module doesn't provides
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-----------------------------------
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- Level of detail (not a priority for my project)
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- Level of detail for blocky terrain
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- Level of detail for smooth terrain (not YET)
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- Game specific features such as cave generation or procedural trees (though it might include tools to help doing them)
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- Editor tools (only a few things are exposed)
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- Import and export of voxel formats
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- For reasons why I don't work on X or Y, see https://github.com/Zylann/godot_voxel/issues/17
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Roadmap
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---------
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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.
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