godot_voxel/README.md

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Voxel Tools for Godot
=========================
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A C++ module for creating volumetric worlds in Godot Engine.
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[![🚪 Windows Builds](https://github.com/Zylann/godot_voxel/actions/workflows/windows.yml/badge.svg)](https://github.com/Zylann/godot_voxel/actions/workflows/windows.yml)
[![🐧 Linux Builds](https://github.com/Zylann/godot_voxel/actions/workflows/linux.yml/badge.svg)](https://github.com/Zylann/godot_voxel/actions/workflows/linux.yml)
[![🐒 Mono Builds](https://github.com/Zylann/godot_voxel/actions/workflows/mono.yml/badge.svg)](https://github.com/Zylann/godot_voxel/actions/workflows/mono.yml)
[![Discord](https://img.shields.io/discord/850070170793410582?style=flat-square&logo=discord "Discord")](https://discord.gg/pkXmESmrAR)
![Blocky screenshot](doc/source/images/blocky_screenshot.webp)
![Smooth screenshot](doc/source/images/smooth_screenshot.webp)
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![Textured screenshot](doc/source/images/textured-terrain.jpg)
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Features
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---------------------------
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- Realtime 3D terrain editable in-game (Unlike a heightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
- Godot physics integration + alternate fast Minecraft-like collisions
- Infinite terrains made by paging chunks in and out
- Voxel data is streamed from a variety of sources, which includes the ability to write your own generators
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- Minecraft-style blocky voxel terrain, with multiple materials and baked ambient occlusion
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- Smooth terrain with level of detail using Transvoxel
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- Voxel storage using 8-bit or 16-bit channels for any general purpose
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- Instancing system to spawn foliage, rocks and other decoration on surfaces
Check the [changelog](https://voxel-tools.readthedocs.io/en/latest/changelog/) for more recent details.
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Documentation
---------------
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- [Main documentation](https://voxel-tools.readthedocs.io/en/latest/)
- [How to get the module](https://voxel-tools.readthedocs.io/en/latest/getting_the_module/)
- [Quick start](https://voxel-tools.readthedocs.io/en/latest/quick_start/)
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Roadmap
---------
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These are some ideas that may or may not be implemented in the future:
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* Texturing on smooth terrain
* Editor preview and authoring
* Improving LOD performance
* Other meshing algorithms (e.g. dual contouring)
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* GPU offloading (Maybe when Godot 4+ supports compute shaders)
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* Migrate to a GDNative plugin (post Godot 4, needs work)
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Supporters
-----------
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This module is a non-profit project developed by voluntary contributors. The following is the list of the current donors.
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Thanks for your support :)
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### Gold supporters
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```
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Aaron Franke (aaronfranke)
```
### Silver supporters
```
TheConceptBoy
Chris Bolton (yochrisbolton)
Gamerfiend (Snowminx)
greenlion (Justin Swanhart)
segfault-god (jp.owo.Manda)
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RonanZe
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Phyronnaz
NoFr1ends (Lynx)
```
### Supporters
```
rcorre (Ryan Roden-Corrent)
duchainer (Raphaël Duchaîne)
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MadMartian
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stackdump (stackdump.eth)
Treer
MrGreaterThan
lenis0012
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```
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