Voxel module for Godot Engine
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transvoxel Fix compilation 2018-09-29 17:51:09 +01:00
.gitignore Added project: first working prototype, but lots of TODOs 2016-05-01 15:00:02 +02:00
config.py Compilation fixes 2018-09-02 18:48:08 +01:00
cube_tables.cpp Moved side, edge and corner enums to cube tables, and renamed CubeTables to Cube 2018-09-30 19:38:02 +01:00
cube_tables.h Moved side, edge and corner enums to cube tables, and renamed CubeTables to Cube 2018-09-30 19:38:02 +01:00
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rect3i.h Fixed view distance + dynamic load/unload around viewer 2017-08-28 01:48:36 +02:00
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register_types.h Added project: first working prototype, but lots of TODOs 2016-05-01 15:00:02 +02:00
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utility.h Fix thread loops missing blocks 2018-09-27 00:31:09 +01:00
vector3i.h Fixed view distance + dynamic load/unload around viewer 2017-08-28 01:48:36 +02:00
voxel_block.cpp Count updates per block for debug purpose 2018-09-29 17:08:05 +01:00
voxel_block.h Count updates per block for debug purpose 2018-09-29 17:08:05 +01:00
voxel_box_mover.cpp Added box mover utility for quick move and slide physics 2018-10-01 00:11:33 +01:00
voxel_box_mover.h Added box mover utility for quick move and slide physics 2018-10-01 00:11:33 +01:00
voxel_buffer.cpp Optimize mesher: access channel directly and remove some push_backs 2018-09-30 01:55:09 +01:00
voxel_buffer.h Optimize mesher: access channel directly and remove some push_backs 2018-09-30 01:55:09 +01:00
voxel_library.cpp Removed useless variable 2017-08-15 21:37:08 +02:00
voxel_library.h Fix includes 2018-09-19 20:25:04 +01:00
voxel_map.cpp Fix potential issue, the block state being checked was always the same 2018-09-30 23:32:01 +01:00
voxel_map.h Moved loading and meshing to 2 threads, will need a few bugfixes 2018-09-25 00:54:07 +01:00
voxel_mesh_updater.cpp Sort thread updates only when necessary 2018-09-29 17:52:38 +01:00
voxel_mesh_updater.h Sort thread updates only when necessary 2018-09-29 17:52:38 +01:00
voxel_mesher.cpp Moved side, edge and corner enums to cube tables, and renamed CubeTables to Cube 2018-09-30 19:38:02 +01:00
voxel_mesher.h Moved loading and meshing to 2 threads, will need a few bugfixes 2018-09-25 00:54:07 +01:00
voxel_provider_image.cpp Added an image-based terrain generator for testing (ported from the GDScript demo) 2018-09-28 01:11:28 +01:00
voxel_provider_image.h Added an image-based terrain generator for testing (ported from the GDScript demo) 2018-09-28 01:11:28 +01:00
voxel_provider_test.cpp Compilation fixes 2018-09-02 18:48:08 +01:00
voxel_provider_test.h VoxelProvider now receives an offset in voxels instead of blocks 2017-08-28 15:42:54 +02:00
voxel_provider_thread.cpp Fix thread loops missing blocks 2018-09-27 00:31:09 +01:00
voxel_provider_thread.h Moved loading and meshing to 2 threads, will need a few bugfixes 2018-09-25 00:54:07 +01:00
voxel_provider.cpp Added an image-based terrain generator for testing (ported from the GDScript demo) 2018-09-28 01:11:28 +01:00
voxel_provider.h Fix includes 2018-09-19 20:25:04 +01:00
voxel_raycast.cpp Fix includes 2018-09-19 20:25:04 +01:00
voxel_raycast.h Fix includes 2018-09-19 20:25:04 +01:00
voxel_terrain.cpp Added function to make an area dirty 2018-10-01 20:48:47 +01:00
voxel_terrain.h Added function to make an area dirty 2018-10-01 20:48:47 +01:00
voxel.cpp Fix voxel tiles not editable in editor 2018-10-04 23:12:20 +01:00
voxel.h Moved side, edge and corner enums to cube tables, and renamed CubeTables to Cube 2018-09-30 19:38:02 +01:00
zprofiling.cpp Fix includes 2018-09-19 20:25:04 +01:00
zprofiling.h Fix includes 2018-09-19 20:25:04 +01:00

Voxel Tools for Godot

C++ module for creating volumetric worlds in Godot Engine.

Example screenshot

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".

What this module provides

  • Fully editable terrain as long as you call the right functions (see demo: https://github.com/Zylann/voxelgame)
  • Voxel storage using 8-bit channels like images for any general purpose
  • Data segmentation using blocks of 16x16x16 voxels (so the world can be theoretically infinite)
  • Main development oriented for minecraft-style terrain by using voxels as types
  • Experimental support for smooth terrain using Transvoxel http://transvoxel.org/, by using voxels as isolevels
  • Vertex-based ambient occlusion on voxel edges
  • Simple interface for deferred terrain generators (block by block using threads)
  • Uses threads to stream terrain as the camera moves
  • Optional performance statistics

What this module doesn't provides

  • Level of detail (not a priority for my project)
  • Game specific features such as cave generation or procedural trees (though it might include tools to help doing them)
  • Editor tools (only a few things are exposed)
  • Import and export of voxel formats
  • For reasons why I don't work on X or Y, see https://github.com/Zylann/godot_voxel/issues/17