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Update README about smooth terrain
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README.md
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README.md
@ -1,7 +1,7 @@
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Voxel Tools for Godot
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=========================
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C++ module for creating cube-esque voxel worlds in Godot Engine.
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C++ module for creating volumetric worlds in Godot Engine.
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![Example screenshot](screenshots/2016_05_04_0319_w800.png)
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@ -19,8 +19,9 @@ Features
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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 on voxel edges (comes for free at the cost of slower mesh generation)
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- Support for minecraft-style terrain using voxel types
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- Support for smooth terrain using Transvoxel http://transvoxel.org/
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- Vertex-based ambient occlusion on voxel edges (only cubic mode, 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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@ -31,7 +32,7 @@ Ideas TODO
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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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- Dynamic voxel loading (finite or infinite maps)
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- Support internal threading
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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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@ -40,7 +41,7 @@ Ideas TODO
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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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- Migrate to DLScript (needs reworks to keep low overhead, but that would be really, really nice)
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