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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)
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![Blocky screenshot ](doc/source/images/blocky_screenshot.png )
![Smooth screenshot ](doc/source/images/smooth_screenshot.png )
![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
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- 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/ )
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- [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
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* 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
-----------
This module is a non-profit project developped by voluntary contributors. The following is the list of the current donors.
Thanks for your support :)
### Supporters
```
wacyym
Sergey Lapin (slapin)
Jonas (NoFr1ends)
lenis0012
2020-12-31 17:43:10 -08:00
Phyronnaz
2021-01-18 10:53:55 -08:00
RonanZe
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furtherorbit
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jp.owo.Manda (segfault-god)
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hidemat
Jakub Buriánek (Buri)
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```