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More improvements to the readme.
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README.md
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README.md
@ -27,11 +27,9 @@ If compile breaks, and I don't notice please report.
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## Usage
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## Usage
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First create a scene, and add a VoxelWorldBlocky node into it. Create a VoxelLibrary, and assign it to the Library property.
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First create a scene, and add a VoxelWorldBlocky / VoxelWorldMarchingCubes node into it. Create a VoxelLibrary, and assign it to the Library property.
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Also, add a VoxelSurface into your library.
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Also, add a VoxelSurface into your library.
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(VoxelWorldBlocky is the only one that works properly for now, this will soon be fixed!)
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Tick the editable property, deselect, then select the world again, and click the insert button at the top toolbar, or press B to insert a
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Tick the editable property, deselect, then select the world again, and click the insert button at the top toolbar, or press B to insert a
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voxel at the inspector's camera's location.
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voxel at the inspector's camera's location.
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@ -69,7 +67,7 @@ And if you have a third chunk which only has a Grass voxel used in it, it will g
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## Worlds
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## Worlds
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The 2 base classes:
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The 2 base classes. These won't do meshing on their own:
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VoxelWorld: Basic world, does not do anything until you implemnent the required virtual methods!\
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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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VoxelWorldDefault: This adds threading, and LoD storage support to VoxelWorld. Will not create meshes for you!
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@ -86,6 +84,8 @@ A marching cubes based Voxel World. Actually it uses a modified version of the T
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This is my own meshing algorithm, it's basicly a Minecraft style mesher that can take isolevel into account.
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This is my own meshing algorithm, it's basicly a Minecraft style mesher that can take isolevel into account.
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It's kind of a pain to use, it might get removed.
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### Level generation
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### Level generation
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Assign a VoxelManLevelGenerator to the `World`'s `Level Generator` property.
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Assign a VoxelManLevelGenerator to the `World`'s `Level Generator` property.
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@ -124,10 +124,14 @@ This is the job that will generate vertex light based ao, random ao, and will ba
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This will generate your terrain collider and mesh (with lods) for you, using the meshers that you add into it.
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This will generate your terrain collider and mesh (with lods) for you, using the meshers that you add into it.
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Your lod setup is easily customizable with [VoxelMesherJobSteps](https://github.com/Relintai/voxelman/blob/master/world/jobs/voxel_mesher_job_step.h). The setup happens in your selected world's `_create_chunk` method.
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### VoxelPropJob
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### VoxelPropJob
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This will generate your prop meshes (with lods).
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This will generate your prop meshes (with lods).
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Also supports [VoxelMesherJobSteps](https://github.com/Relintai/voxelman/blob/master/world/jobs/voxel_mesher_job_step.h).
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### Internal workings
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### Internal workings
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#### VoxelWorld
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#### VoxelWorld
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