Voxel Tools for Godot ========================= C++ module for creating volumetric worlds in Godot Engine. ![Example screenshot](screenshots/2016_05_04_0319_w800.png) Setup ------ 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 --------- - 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) - 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 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)