Voxel Tools for Godot ========================= C++ module for creating cube-esque voxel worlds in Godot Engine. ![Example screenshot](screenshots/2016_05_04_0319_w800.png) Features --------- - Compact voxel storage using 8-bit channels like images - 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) - Voxels can be of any shape, not just cubes (not fully accessible yet but present in code) Ideas TODO ----------- - VoxelMap node for infinite voxel terrain - VoxelStreamer node to put on players so terrains know which voxels to load around them - Physics! - Make voxels editable - Support internal threading - Support saving and loading - 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) - Support structure generation (anything that is bigger than one voxel) - 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 - Import resources from other editors like Magicka-voxel - Volumetric grid algorithms: fluids, pathfinding, lighting...