# godot_voxel **Repository Path**: HIT_Hz/godot_voxel ## Basic Information - **Project Name**: godot_voxel - **Description**: Voxel module for Godot Engine - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2020-03-31 - **Last Updated**: 2024-06-08 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README 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](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. 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)