Voxel module for Godot Engine
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.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 Use named constant 2018-09-25 00:53:12 +01:00
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rect3i.h Fixed view distance + dynamic load/unload around viewer 2017-08-28 01:48:36 +02:00
register_types.cpp Added smooth voxels (untextured at the moment) 2017-04-06 23:44:11 +02:00
register_types.h Added project: first working prototype, but lots of TODOs 2016-05-01 15:00:02 +02:00
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transvoxel_tables.cpp Added smooth voxels (untextured at the moment) 2017-04-06 23:44:11 +02:00
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 Fix visibility + staying visible in other scenes 2017-08-28 02:32:23 +02:00
voxel_block.h Fix visibility + staying visible in other scenes 2017-08-28 02:32:23 +02:00
voxel_buffer.cpp Fix includes 2018-09-19 20:25:04 +01:00
voxel_buffer.h Fix includes 2018-09-19 20:25:04 +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 Use named constant 2018-09-25 00:53:12 +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 Fix thread loops missing blocks 2018-09-27 00:31:09 +01:00
voxel_mesh_updater.h Moved loading and meshing to 2 threads, will need a few bugfixes 2018-09-25 00:54:07 +01:00
voxel_mesher_smooth.cpp Moved loading and meshing to 2 threads, will need a few bugfixes 2018-09-25 00:54:07 +01:00
voxel_mesher_smooth.h Moved loading and meshing to 2 threads, will need a few bugfixes 2018-09-25 00:54:07 +01:00
voxel_mesher.cpp Moved loading and meshing to 2 threads, will need a few bugfixes 2018-09-25 00:54:07 +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_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 VoxelProvider now receives an offset in voxels instead of blocks 2017-08-28 15:42:54 +02:00
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 Fix thread loops missing blocks 2018-09-27 00:31:09 +01:00
voxel_terrain.h Several fixes, a few bugs remain 2018-09-26 01:22:23 +01:00
voxel.cpp Compilation fixes 2018-09-02 18:48:08 +01:00
voxel.h Fix includes 2018-09-19 20:25:04 +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".

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)