# 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)