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42 lines
1.7 KiB
Markdown
42 lines
1.7 KiB
Markdown
Voxel Tools for Godot
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C++ module for creating cube-esque voxel worlds in Godot Engine.
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![Example screenshot](screenshots/2016_05_04_0319_w800.png)
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Setup
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------
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Install the contents of the repo in a folder under "modules/", named "voxel".
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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".
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Features
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---------
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- Compact voxel storage using 8-bit channels like images
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- Calculates meshes based on grid of voxels. Only visible faces are generated.
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- Vertex-based ambient occlusion (comes for free at the cost of slower mesh generation)
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- Voxels can be of any shape, not just cubes (not fully accessible yet but present in code)
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Ideas TODO
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-----------
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- VoxelMap node for infinite voxel terrain
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- VoxelStreamer node to put on players so terrains know which voxels to load around them
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- Physics!
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- Make voxels editable
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- Support internal threading
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- Support saving and loading
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- Promote classes to Node and Resource for better editor experience
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- Interface for terrain generation modules (I don't plan to integrate a noise library in this module, unless it's integrated in Godot core)
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- Support structure generation (anything that is bigger than one voxel)
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- Convert any imported meshes to Voxel-compatible meshes (to comply with a few optimizations)
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- Generate Mesh resources from voxels so they can be used in the editor as MeshInstances
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- Import resources from other editors like Magicka-voxel
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- Volumetric grid algorithms: fluids, pathfinding, lighting...
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