Update README

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Marc Gilleron 2017-04-01 20:34:44 +02:00
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@ -16,26 +16,31 @@ IMPORTANT: if you clone the repo, Git will create the folder as the repo name, "
Features Features
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- Fully editable terrain (see demo: https://github.com/Zylann/voxelgame)
- Compact voxel storage using 8-bit channels like images - Compact voxel storage using 8-bit channels like images
- Data segmentation using blocks of 16x16x16 voxels (so the world can be theoretically infinite)
- Calculates meshes based on grid of voxels. Only visible faces are generated. - Calculates meshes based on grid of voxels. Only visible faces are generated.
- Vertex-based ambient occlusion (comes for free at the cost of slower mesh generation) - Vertex-based ambient occlusion on voxel edges (comes for free at the cost of slower mesh generation)
- Voxels can be of any shape, not just cubes (not fully accessible yet but present in code) - 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
Ideas TODO Ideas TODO
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- VoxelMap node for infinite voxel terrain - Automatic terrain generation (currently not automatic)
- Voxels can be of any shape, not just cubes (not fully accessible yet but present in code)
- VoxelStreamer node to put on players so terrains know which voxels to load around them - VoxelStreamer node to put on players so terrains know which voxels to load around them
- Physics!
- Make voxels editable
- Support internal threading - Support internal threading
- Support saving and loading - Support saving and loading through helper classes
- Promote classes to Node and Resource for better editor experience - Promote classes to Node and Resource for better editor experience
- Interface for terrain generation modules (I don't plan to integrate a noise library in this module, unless it's integrated in Godot core) - Helpers for structure generation (anything that is bigger than one voxel)
- Support structure generation (anything that is bigger than one voxel) - Convert any imported meshes to Voxel-ready meshes (to comply with a few optimizations)
- Convert any imported meshes to Voxel-compatible meshes (to comply with a few optimizations)
- Generate Mesh resources from voxels so they can be used in the editor as MeshInstances - Generate Mesh resources from voxels so they can be used in the editor as MeshInstances
- Import resources from other editors like Magicka-voxel - Import resources from other editors like Magicka-voxel
- Volumetric grid algorithms: fluids, pathfinding, lighting... - Volumetric grid algorithms: fluids, pathfinding, lighting...
- Smooth meshes with the Transvoxel algorithm
- Seam-free level of detail (LOD)
- Ability to bake terrains if we don't want them to be editable in game