Voxel module for Godot Engine
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voxel_map.h Rename VoxelMesherSmooth => VoxelMesherTransvoxel 2019-04-21 14:47:50 +01:00
voxel_mesh_updater.cpp Update DMC mesher to the API required to integrate to VoxelTerrain 2019-04-25 01:00:58 +01:00
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voxel_mesher.cpp Return empty mesh if blocky mesher doesnt find a type channel 2019-04-25 00:56:51 +01:00
voxel_mesher.h Return empty mesh if blocky mesher doesnt find a type channel 2019-04-25 00:56:51 +01:00
voxel_provider_image.cpp Add quick support for isolevel in VoxelProviderImage 2019-04-25 00:54:14 +01:00
voxel_provider_image.h Add quick support for isolevel in VoxelProviderImage 2019-04-25 00:54:14 +01:00
voxel_provider_test.cpp Clang-format did things 2019-04-24 01:31:42 +01:00
voxel_provider_test.h VoxelProvider now receives an offset in voxels instead of blocks 2017-08-28 15:42:54 +02:00
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voxel_provider_thread.h Clang-format did things 2019-04-24 01:31:42 +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 Clang-format did things 2019-04-24 01:31:42 +01:00
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voxel_terrain.cpp Update DMC mesher to the API required to integrate to VoxelTerrain 2019-04-25 01:00:58 +01:00
voxel_terrain.h Clang-format did things 2019-04-24 01:31:42 +01:00
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voxel.h Clang-format did things 2019-04-24 01:31:42 +01:00
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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