godot_voxel/README.md

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Voxel Tools for Godot
=========================
A C++ module for creating volumetric worlds in Godot Engine.
[![🚪 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.png)
![Smooth screenshot](doc/source/images/smooth_screenshot.png)
![Textured screenshot](doc/source/images/textured-terrain.jpg)
Features
---------------------------
- 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
- Minecraft-style blocky voxel terrain, with multiple materials and baked ambient occlusion
- Smooth terrain with level of detail using Transvoxel
- Voxel storage using 8-bit or 16-bit channels for any general purpose
- 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.
Documentation
---------------
- [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/)
Roadmap
---------
These are some ideas that may or may not be implemented in the future:
* Texturing on smooth terrain
* Editor preview and authoring
* Improving LOD performance
* Other meshing algorithms (e.g. dual contouring)
* GPU offloading (Maybe when Godot 4+ supports compute shaders)
* Migrate to a GDNative plugin (post Godot 4, needs work)
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
Phyronnaz
RonanZe
furtherorbit
jp.owo.Manda (segfault-god)
hidemat
Jakub Buriánek (Buri)
Justin Swanhart (Greenlion)
Sebastian Clausen (sclausen)
MrGreaterThan
baals
Treer
stackdump.eth
```