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Quick and dirty temporary readme. It contains the most important things about the module.
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README.md
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# voxelman
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# voxelman
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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.
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A voxel engine module for godot, focusing on editor integration, rapid prototyping, gameplay-related features, speed, and extendability (even from gdscript).
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Be warned! API breakages still happen a lot, only use thes module, if that's okay with you!
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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.
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For now, my main game project has the implementation of the transvoxel mesher. The cubic mesher should be usable out of the box.
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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.
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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).
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The module supports baking lights into vertex colors, it can also merge texture atlases, and meshes.
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It has also Props, these are combinations of lights, meshes, and scenes. The addon that can create these these are in a separate repository.
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In gles2 the mesh data isn't accessible, so mergeable meshes has to be in a different format (MeshDataResource). They have an import plugin.
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You have to set mergeable meshes to this format in godot's import tab.
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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!
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This will change over time!
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