Voxel module for Godot Engine
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voxel_library.h Added VoxelLibrary, texture coordinates and random stuff 2016-05-01 22:20:27 +02:00
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voxel_mesher.cpp Index meshes 2016-05-10 04:42:30 +02:00
voxel_mesher.h Fixed compilation of refcount-zero in headers with other compilers, my VS was silent... 2016-10-14 00:16:46 +02:00
voxel_terrain.cpp Added VoxelMap and VoxelTerrain + various fixes 2016-05-10 01:59:54 +02:00
voxel_terrain.h Added VoxelMap and VoxelTerrain + various fixes 2016-05-10 01:59:54 +02:00
voxel.cpp Renamed VoxelMeshBuilder => VoxelMesher 2016-05-08 01:09:00 +02:00
voxel.h Added VoxelLibrary, texture coordinates and random stuff 2016-05-01 22:20:27 +02:00

Voxel Tools for Godot

C++ module for creating cube-esque voxel 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

  • 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...