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README.md
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README.md
@ -16,26 +16,31 @@ IMPORTANT: if you clone the repo, Git will create the folder as the repo name, "
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Features
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---------
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- Fully editable terrain (see demo: https://github.com/Zylann/voxelgame)
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- Compact voxel storage using 8-bit channels like images
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- Data segmentation using blocks of 16x16x16 voxels (so the world can be theoretically infinite)
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- Calculates meshes based on grid of voxels. Only visible faces are generated.
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- Vertex-based ambient occlusion (comes for free at the cost of slower mesh generation)
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- Voxels can be of any shape, not just cubes (not fully accessible yet but present in code)
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- Vertex-based ambient occlusion on voxel edges (comes for free at the cost of slower mesh generation)
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- Mesh-based physics based on Godot (high generation cost but works at decent speed)
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- Simple interface for deferred terrain generators (block by block)
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- Optional profiling information
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Ideas TODO
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-----------
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- VoxelMap node for infinite voxel terrain
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- Automatic terrain generation (currently not automatic)
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- Voxels can be of any shape, not just cubes (not fully accessible yet but present in code)
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- VoxelStreamer node to put on players so terrains know which voxels to load around them
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- Physics!
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- Make voxels editable
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- Support internal threading
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- Support saving and loading
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- Support saving and loading through helper classes
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- Promote classes to Node and Resource for better editor experience
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- Interface for terrain generation modules (I don't plan to integrate a noise library in this module, unless it's integrated in Godot core)
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- Support structure generation (anything that is bigger than one voxel)
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- Convert any imported meshes to Voxel-compatible meshes (to comply with a few optimizations)
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- Helpers for structure generation (anything that is bigger than one voxel)
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- Convert any imported meshes to Voxel-ready meshes (to comply with a few optimizations)
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- Generate Mesh resources from voxels so they can be used in the editor as MeshInstances
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- Import resources from other editors like Magicka-voxel
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- Volumetric grid algorithms: fluids, pathfinding, lighting...
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- Smooth meshes with the Transvoxel algorithm
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- Seam-free level of detail (LOD)
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- Ability to bake terrains if we don't want them to be editable in game
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