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A few more improvements to Readme.md.
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README.md
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README.md
@ -28,7 +28,7 @@ Select the add button, and now you can just add voxels with the mouse, by clicki
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This class stores the materials, and the VoxelSurfaces.
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Note: If you want lods, assign equal (or more) materials than your maximum lod level. If you only want one material just assign it
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multiple times.
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multiple times. If you don't then your meshes won't have materials (They will be white).
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### VoxelmanLibrarySimple
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@ -43,10 +43,10 @@ You can assign any texture to your surfaces with this, and it will merge them to
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## Worlds
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the 2 base classes:
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The 2 base classes:
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VoxelWorld: Basic World, does not do anything until you implemnent the required virtual methods!\
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VoxelWorldDefault: This adds threading, and LoD storage support to VoxelWorld. WIll not create meshes for you!
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VoxelWorld: Basic world, does not do anything until you implemnent the required virtual methods!\
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VoxelWorldDefault: This adds threading, and LoD storage support to VoxelWorld. Will not create meshes for you!
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### VoxelWorldBlocky
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@ -68,11 +68,11 @@ This is my own meshing algorithm, it's basicly a Minecraft style mesher that can
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### Level generation
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Assign a VoxelManLevelGenerator to the Level Generator property.
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Assign a VoxelManLevelGenerator to the `World`'s `Level Generator` property.
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You can write your own algorithm by implementing the ``` void _generate_chunk(chunk: VoxelChunk) virtual ``` method.
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VoxelManLevelGeneratorFlat is also available, it will generate a floor for you, if you use it.
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`VoxelManLevelGeneratorFlat` is also available, it will generate a floor for you, if you use it.
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### Internal workings
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@ -87,11 +87,11 @@ getting overridden. Like:
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```
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func _create_chunk(x : int, y : int, z : int, chunk : VoxelChunk) -> VoxelChunk:
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if chunk == null:
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chunk = MyChunk.new()
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chunk = MyChunk.new()
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#setup your chunk here
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return ._create_chunk(x, y, z, chunk)
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return ._create_chunk(x, y, z, chunk)
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```
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#### VoxelChunk
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@ -104,8 +104,8 @@ For example:
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```
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func _create_meshers():
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var mesher : MyMesher = MyMesher.new()
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add_mesher(mesher)
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var mesher : MyMesher = MyMesher.new()
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add_mesher(mesher)
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```
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#### VoxelMesher
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@ -134,7 +134,7 @@ First make sure that you can compile godot. See the official docs: https://docs.
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(the folder needs to be named voxelman!)
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4. If you want the optional dependencies:
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4. If you want the optional dependencies run these aswell:
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```git clone https://github.com/Relintai/texture_packer.git texture_packer```
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```git clone https://github.com/Relintai/mesh_data_resource.git mesh_data_resource```
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