diff --git a/README.md b/README.md index f5eccea..d3487ba 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,24 @@ # voxelman -A voxel engine module for godot, focusing on editor integration, rapid prototyping, gameplay-related features, speed, and extendability (even from gdscript), without reinventing the wheel as much as possible. + +A voxel engine module for godot, focusing on editor integration, rapid prototyping, gameplay-related features, speed, and extendability (even from gdscript). + +Be warned! API breakages still happen a lot, only use thes module, if that's okay with you! + +This module have dependencies to some of my other engine modules, these will be made optional later, for now you will need to install them as well. + +For now, my main game project has the implementation of the transvoxel mesher. The cubic mesher should be usable out of the box. + +The cubic mesher is just an algorithm that I made up, to have voxel cubes, that can use the actual 3d fill values from the chunk. + +Multi threading is really new, it still has a bunch of crashes, for now I don't recommend turning it on (unless you know what you are doing ofc). + +The module supports baking lights into vertex colors, it can also merge texture atlases, and meshes. + +It has also Props, these are combinations of lights, meshes, and scenes. The addon that can create these these are in a separate repository. + +In gles2 the mesh data isn't accessible, so mergeable meshes has to be in a different format (MeshDataResource). They have an import plugin. +You have to set mergeable meshes to this format in godot's import tab. + +Note, that this module was created for my game, at the moment only the things that I directly needed (or thought I needed) are implemented! + +This will change over time!