A voxel engine for godot. I'ts a c++ engine module.
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2019-07-15 02:18:51 +02:00
data -Removed Voxel, not needed. 2019-06-07 19:13:07 +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
library Work on uv mapping. 2019-06-09 20:59:54 +02:00
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 Fixed compile, and created the bindings for the new classes. 2019-07-15 02:18:51 +02:00
utility_old -Removed Voxel, not needed. 2019-06-07 19:13:07 +02:00
world Now voxelman can actually make meshes. 2019-06-08 19:47:17 +02:00
.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
README.md Initial commit 2019-05-31 18:12:27 +02:00
register_types.cpp Fixed compile, and created the bindings for the new classes. 2019-07-15 02:18:51 +02:00
register_types.h Added a .gitignore, and the basic module setup stuff. 2019-05-31 18:26:36 +02:00
SCsub Fixed compile, and created the bindings for the new classes. 2019-07-15 02:18:51 +02:00
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.