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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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< img src = "doc/images/blocky_screenshot.png" width = "800" / >
< img src = "doc/images/smooth_screenshot.png" width = "800" / >
< img src = "doc/images/textured-terrain.jpg" width = "800" / >
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Features
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---------------------------
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- Realtime editable, 3D based terrain (Unlike a heightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
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- Physics based collision and raycast support
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- Infinite terrains made by paging sections 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 using Transvoxel
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- Levels of detail for smooth terrain
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- Voxel storage using 8-bit channels for any general purpose
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What This Module Doesn't Provide
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-----------------------------------
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- Levels of detail for blocky terrain
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- Game specific features such as cave generation or procedural trees (though it might include tools to help doing them)
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- Editor tools (only a few things are exposed)
- Import and export of voxel formats
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How To Install And Use
-------------------------
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Voxel Tools is a custom C++ module for Godot 3.1+. It must be compiled into the engine to work. [Prebuilt binaries ](http://tokisan.com/godot-binaries ) are available.
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Please see the [Getting Started Guide ](doc/01_get-started.md ) for instructions, or [Zylann's demos ](https://github.com/Zylann/voxelgame ) and [TinmanJuggernaut's demo ](https://github.com/tinmanjuggernaut/voxelgame ) for working examples.
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Roadmap
---------
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These are some ideas that may or may not be implemented in the future:
* LOD (in development)
* Support general voxel use (not just terrains)
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* Other meshing algorithms (e.g. dual contouring)
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* GPU Offloading (Maybe when Godot 4+ supports compute shaders)