A voxel engine for godot. I'ts a c++ engine module.
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2019-11-09 23:39:19 +01:00
data More work oncleaning up the interface of the VoxelChunk. I'ts mostly okay, but might need to change a bit more. Also added a few const keywords where I found them missing. 2019-07-19 23:54:56 +02:00
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 Added binds for liquids. 2019-11-09 23:39:19 +01:00
math Added in 2 more classes and the updated vector3i from https://github.com/Zylann/godot_voxel. Also added their license to the top of these files. 2019-05-31 23:28:33 +02:00
meshers Fix 2 typos. 2019-11-06 17:56:45 +01:00
meshes Moved more properties. 2019-08-12 20:40:05 +02:00
props PropData can setup meshes into the mesher as well now. 2019-11-08 14:37:48 +01:00
utility_old -Removed Voxel, not needed. 2019-06-07 19:13:07 +02:00
world Added binds for liquids. 2019-11-09 23:39:19 +01:00
world_generator Merged in the WorldGenerator module. 2019-11-09 14:07:04 +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 Initial commit 2019-05-31 18:12:27 +02:00
master Now PropData can add lights into chunks. 2019-11-08 11:52:36 +01:00
README.md Initial commit 2019-05-31 18:12:27 +02:00
register_types.cpp Added VoxelmanLibraryMerger. (A copy of the simple library at the moment.) 2019-11-09 18:36:17 +01:00
register_types.h Added a .gitignore, and the basic module setup stuff. 2019-05-31 18:26:36 +02:00
SCsub Added VoxelmanLibraryMerger. (A copy of the simple library at the moment.) 2019-11-09 18:36:17 +01:00
voxelman Added VoxelBuffer to the build. 2019-05-31 23:57:56 +02:00

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.