mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
Update features description
This commit is contained in:
parent
44bdc63c6f
commit
02e3af481c
44
README.md
44
README.md
@ -13,35 +13,25 @@ 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".
|
||||
|
||||
|
||||
Features
|
||||
---------
|
||||
What this module provides
|
||||
---------------------------
|
||||
|
||||
- Fully editable terrain (see demo: https://github.com/Zylann/voxelgame)
|
||||
- Compact voxel storage using 8-bit channels like images
|
||||
- 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)
|
||||
- Support for minecraft-style terrain using voxel types
|
||||
- Support for smooth terrain using Transvoxel http://transvoxel.org/
|
||||
- Vertex-based ambient occlusion on voxel edges (only cubic mode, comes for free at the cost of slower mesh generation)
|
||||
- Mesh-based physics based on Godot (high generation cost but works at decent speed)
|
||||
- Simple interface for deferred terrain generators (block by block)
|
||||
- Optional profiling information
|
||||
- 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
|
||||
|
||||
|
||||
Ideas TODO
|
||||
-----------
|
||||
|
||||
- Automatic terrain generation (currently not automatic)
|
||||
- Voxels can be of any shape, not just cubes (not fully accessible yet but present in code)
|
||||
- Dynamic voxel loading (finite or infinite maps)
|
||||
- Support internal threading
|
||||
- Support saving and loading through helper classes
|
||||
- Promote classes to Node and Resource for better editor experience
|
||||
- Helpers for structure generation (anything that is bigger than one voxel)
|
||||
- Convert any imported meshes to Voxel-ready meshes (to comply with a few optimizations)
|
||||
- Generate Mesh resources from voxels so they can be used in the editor as MeshInstances
|
||||
- Import resources from other editors like Magicka-voxel
|
||||
- Volumetric grid algorithms: fluids, pathfinding, lighting...
|
||||
- Seam-free level of detail (LOD)
|
||||
- Ability to bake terrains if we don't want them to be editable in game
|
||||
- Migrate to DLScript (needs reworks to keep low overhead, but that would be really, really nice)
|
||||
What this module doesn't provides
|
||||
-----------------------------------
|
||||
|
||||
- Level of detail (not a priority for my project)
|
||||
- Game specific features such as cave generation or procedural trees
|
||||
- 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
|
||||
|
Loading…
Reference in New Issue
Block a user