A voxel engine for godot. I'ts a c++ engine module.
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2019-11-19 00:54:28 +01:00
areas Added WorldArea. 2019-11-10 01:03:48 +01:00
clutter Added liquid, and clutter mesh allocations into Chunk, also related modifications. 2019-11-10 13:42:59 +01:00
data More work on compile. 2019-11-18 21:53:33 +01:00
doc_classes Added in gridmap from godot, I currently think it is a nice place to start from with the voxel world, as it pretty much already works like it, and it has a nice editor plugin as well. Also I haven't yet used godot's servers too much. 2019-05-31 23:03:38 +02:00
level_generator Level generator skeleton class. 2019-09-03 13:52:32 +02:00
library Bit more work on the bindings. 2019-11-10 22:18:31 +01:00
meshers Implemented chunks's new functionality, and work on the bindings. 2019-11-18 23:50:06 +01:00
meshes Moved more properties. 2019-08-12 20:40:05 +02:00
props Fixed compile. 2019-11-18 22:35:08 +01:00
world Seemingly the bindings are done. Also added a new chunk build phase. 2019-11-19 00:54:28 +01:00
.gitignore Added a .gitignore, and the basic module setup stuff. 2019-05-31 18:26:36 +02:00
config.py Added a .gitignore, and the basic module setup stuff. 2019-05-31 18:26:36 +02:00
LICENSE Removed the MIT license for now, while the project is not public. 2019-11-10 12:09:31 +01:00
README.md Initial commit 2019-05-31 18:12:27 +02:00
register_types.cpp More work on fixing compile. 2019-11-18 22:22:41 +01:00
register_types.h Added a .gitignore, and the basic module setup stuff. 2019-05-31 18:26:36 +02:00
SCsub More work on fixing compile. 2019-11-18 22:22:41 +01:00

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.