Go to file
Marc a3bfcbc6c7
Merge pull request #115 from Caellian/master
Added missing semicolons on line endings
2020-02-09 02:53:00 +00:00
doc Update docs 2019-10-05 22:35:13 +08:00
edition voxel_raycast is now template 2020-01-26 20:43:40 +00:00
generators Added missing semicolons on line endings 2020-02-07 04:52:06 +01:00
math Code style 2020-02-05 21:08:23 +01:00
meshers Moved Voxel and VoxelLibrary under the blocky mesher directory, since that's what they are actually used for 2020-01-27 00:04:13 +00:00
streams Merge branch 'master' into depth 2020-01-26 23:34:08 +00:00
terrain Added missing semicolons on line endings 2020-02-07 04:52:06 +01:00
thirdparty/lz4 Moved lz4 to a thirdparty folder 2019-08-24 23:07:30 +01:00
util Added missing semicolons on line endings 2020-02-07 04:52:06 +01:00
.gitignore gitignore: .bc (html5 builds) 2020-01-12 11:31:22 +03:00
CODE_GUIDELINES.md Added code guidelines for sake of expliciteness 2019-08-31 22:40:27 +01:00
LICENSE.md Added license 2016-07-28 00:21:21 +02:00
README.md Update docs 2019-10-05 22:35:13 +08:00
SCsub Moved all generators under their own base class and folder 2020-01-26 22:34:26 +00:00
config.py Setup doc classes for doctool and generated XML files, need descriptions now 2019-08-26 02:54:57 +01:00
cube_tables.cpp Implement LOD transitions in VoxelLodTerrain 2019-12-31 16:48:46 +00:00
cube_tables.h Implement LOD transitions in VoxelLodTerrain 2019-12-31 16:48:46 +00:00
octree_tables.h Moved ObjectPool to util/ and moved OctreeTables to root 2019-04-29 21:31:08 +01:00
register_types.cpp Moved Voxel and VoxelLibrary under the blocky mesher directory, since that's what they are actually used for 2020-01-27 00:04:13 +00:00
register_types.h Added project: first working prototype, but lots of TODOs 2016-05-01 15:00:02 +02:00
voxel_buffer.cpp Added missing semicolons on line endings 2020-02-07 04:52:06 +01:00
voxel_buffer.h get_channel_raw returns an ArraySlice instead of a pointer 2020-01-25 23:26:55 +00:00
voxel_constants.h Fix split scale not being clamped properly. Also reorganized debug functions a bit 2020-01-15 21:04:23 +00:00
voxel_memory_pool.cpp Fix memory leak in VoxelBuffer::fill() 2020-01-26 01:59:53 +00:00
voxel_memory_pool.h Fix memory leak in VoxelBuffer::fill() 2020-01-26 01:59:53 +00:00
voxel_string_names.cpp Moved all generators under their own base class and folder 2020-01-26 22:34:26 +00:00
voxel_string_names.h Moved all generators under their own base class and folder 2020-01-26 22:34:26 +00:00

README.md

Voxel Tools for Godot

A C++ module for creating volumetric worlds in Godot Engine.

Features

  • Realtime editable, 3D based terrain (Unlike a heightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
  • Full collision support
  • Infinite terrains made by paging sections in and out
  • Voxel data is streamed from a variety of sources, which includes the ability to write your own
  • Minecraft-style blocky voxel terrain, with multiple materials and baked ambient occlusion
  • Smooth terrain using Dual Marching Cubes
  • Levels of detail for smooth terrain
  • Voxel storage using 8-bit channels for any general purpose

What This Module Doesn't Provide

  • Levels of detail for blocky terrain
  • Game specific features such as cave generation or procedural trees (though it might include tools to help doing them)
  • Editor tools (only a few things are exposed)
  • Import and export of voxel formats

How To Install And Use

Voxel Tools is a custom C++ module for Godot 3.1+. It must be compiled into the engine to work.

Please see the Getting Started Guide for instructions, or Zylann's demos and TinmanJuggernaut's demo for working examples.

Roadmap

These are some ideas that may or may not be implemented in the future:

  • LOD (in development)
  • Support general voxel use (not just terrains)
  • Transvoxel and other meshing algorithms
  • GPU Offloading (Maybe when Godot 4+ supports compute shaders)