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Voxel module for Godot Engine
screenshots | ||
.gitignore | ||
config.py | ||
LICENSE.md | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
SCsub | ||
vector3i.h | ||
voxel_buffer.cpp | ||
voxel_buffer.h | ||
voxel_library.cpp | ||
voxel_library.h | ||
voxel_map.cpp | ||
voxel_map.h | ||
voxel_mesher.cpp | ||
voxel_mesher.h | ||
voxel_provider_test.cpp | ||
voxel_provider_test.h | ||
voxel_provider.cpp | ||
voxel_provider.h | ||
voxel_raycast.cpp | ||
voxel_raycast.h | ||
voxel_terrain.cpp | ||
voxel_terrain.h | ||
voxel.cpp | ||
voxel.h | ||
zprofiling.cpp | ||
zprofiling.h |
Voxel Tools for Godot
C++ module for creating cube-esque voxel worlds in Godot Engine.
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)
- 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)
- 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)
- VoxelStreamer node to put on players so terrains know which voxels to load around them
- 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...
- 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