Update README about smooth terrain

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Marc Gilleron 2017-04-07 23:44:26 +02:00
parent a5a1ded2f3
commit 5823dfcb8c

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Voxel Tools for Godot
=========================
C++ module for creating cube-esque voxel worlds in Godot Engine.
C++ module for creating volumetric worlds in Godot Engine.
![Example screenshot](screenshots/2016_05_04_0319_w800.png)
@ -19,8 +19,9 @@ Features
- Fully editable terrain (see demo: https://github.com/Zylann/voxelgame)
- 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.
- Vertex-based ambient occlusion on voxel edges (comes for free at the cost of slower mesh generation)
- 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
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- 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
- 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
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- 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...
- 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
- Migrate to DLScript (needs reworks to keep low overhead, but that would be really, really nice)