79 lines
2.8 KiB
Markdown
79 lines
2.8 KiB
Markdown
Voxel Tools for Godot
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=========================
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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)
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[![🐧 Linux Builds](https://github.com/Zylann/godot_voxel/actions/workflows/linux.yml/badge.svg)](https://github.com/Zylann/godot_voxel/actions/workflows/linux.yml)
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[![🐒 Mono Builds](https://github.com/Zylann/godot_voxel/actions/workflows/mono.yml/badge.svg)](https://github.com/Zylann/godot_voxel/actions/workflows/mono.yml)
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[![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)
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![Smooth screenshot](doc/source/images/smooth_screenshot.png)
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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)
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- Godot physics integration + alternate fast Minecraft-like collisions
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- 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
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Check the [changelog](https://voxel-tools.readthedocs.io/en/latest/changelog/) for more recent details.
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Documentation
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---------------
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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/)
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- [Quick start](https://voxel-tools.readthedocs.io/en/latest/quick_start/)
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Roadmap
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---------
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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
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* Editor preview and authoring
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* 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
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-----------
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This module is a non-profit project developped by voluntary contributors. The following is the list of the current donors.
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Thanks for your support :)
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### Supporters
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```
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wacyym
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Sergey Lapin (slapin)
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Jonas (NoFr1ends)
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lenis0012
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Phyronnaz
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RonanZe
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furtherorbit
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jp.owo.Manda (segfault-god)
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hidemat
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Jakub Buriánek (Buri)
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Justin Swanhart (Greenlion)
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Sebastian Clausen (sclausen)
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MrGreaterThan
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baals
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Treer
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stackdump.eth
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```
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