godot_voxel
Voxel module for Godot Engine (by Zylann)
Terraforming
By SebLague
godot_voxel | Terraforming | |
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46 | 4 | |
2,312 | 398 | |
- | - | |
9.8 | 0.0 | |
2 days ago | almost 3 years ago | |
C++ | C# | |
GNU General Public License v3.0 or later | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot_voxel
Posts with mentions or reviews of godot_voxel.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-27.
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For Anyone Wondering How to Do Very Crude Procedural Voxel Generation - Heres How.
Don't do this, CSG is unoptimized. Use this.
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Can godot make minecraft+?
Take a look at https://github.com/Zylann/godot_voxel, which would be a great starting point that you could build game mechanics on top of.
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Voxel tools help
https://github.com/Zylann/godot_voxel https://voxel-tools.readthedocs.io/en/latest/
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What's missing from C# in Godot 4?
Currently all our major C++ based number crunching is in the GDAL. We haven't had to make in-house GDExtensions or Modules, yet. But we do also use Godot Voxel. Both are good examples of where you'd want more native speed.
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Qodot (for Godot 4) has just been updated to gracefully support non C# engine builds!
I originally ported Qodot to an engine module that required people to compile their own engine (like godot-voxel) but users were turned away at this first roadblock.
- Just how "beta" is GDExtension right now? Any platform support missing or other major features?
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Getting the basics of flight mechanics and planets! Starting to feel fun to fly into space.
I really wanted to use it but sadly it might be hard to export projects done with it cuz it's not a gdextension yet https://github.com/Zylann/godot_voxel/issues/333 still possible but i think you gotta compile something.
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Vpainter on godot4: what am i missing ?
If you aren't adverse to doing a custom editor build you could add https://github.com/Zylann/godot_voxel
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For those that don't know, C# libraries/packages pretty much work out of the box with Godot Mono. I used one to allow Godot to play any video format you want.
To give some practical examples. At my day job we use GDAL (a C++ geospatial data processing library) and Zylann's Godot Voxel (a C++ engine Module) https://github.com/Zylann/godot_voxel
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Some advice, tips, and resources I can share for those looking to make GDExtensions
The master branch of this one will also build as a GDExtension for Windows. This one is successfully building regularly, but structured different than the rest of the GDExtensions I've seen. I haven't played with this project too much yet, but it's an insanely powerful module/extension: https://github.com/Zylann/godot_voxel
Terraforming
Posts with mentions or reviews of Terraforming.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-04-14.
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Is it possible to have No Man's Sky-like terrain in Unity3D?
Well Sebastian Lague puts his code on Github https://github.com/SebLague/Terraforming so you have a cheat sheet if you ever get stuck.
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Switched to Godot from Unity
On marching cubes, there is the original paper you could read up on if you prefer reading or a wonderful video by Sebastian Lague about the process. Sebastian also has a GitHub page with his completed project, though it is made with Unity, so you'd have to port it over.
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Trying to learn marching cubes and feeling overwhelmed. Should I give up?
I started with sebastian lague's infinite terrain tutorial. It was cool but the results were plain. It didn't cover caves or how to have overhangs, or mountain ridges, or terraces, erosion, etc. That's how I came across marching cubes, it seemed like marching cubes was required for some of these things and I got the impression I would need to know about it (or something about using 3d noise?) to move forward. Someone told me about his marching cubes video, and I watched that. It didn't really get deep into what he did like in the landmass tutorial. I also watched his terraforming video just to see if all of this would made more sense to me after, but it didn't. So I checked the descriptions of his videos and found a few interesting links. One was from 1987and had to do with Marching Cubes use in the medical field and MR scans and stuff. It went over my head. There was this paper from 1994, which is supposedly a basic explanation of marching cubes, but it too went over my head. Finally, there was this link to the first chapter in Nvidia's GPU Gems 3, which tackled procedural generation with marching cubes running on the GPU? It also went over my head. I found this Unity forum post which has somebody attempting to implement the GPU Gems stuff in Unity, and the person seems to had made some pretty significant progress on it, but it looks like life things got in the way, as it does, and so they haven't posted in that thread since 2014. They didn't post a GitHub repo or anything either. Speaking of repos, I also opened up sebastian lagues GitHub repos for his marching cubes video and for his terraforming video to find something interesting and, while the projects were interesting to look at, it would be a lie to say I actually learned anything by opening them up and looking at them, which was extrememly disappointing. I watched his erosion video too, but when I opened the repo and tried to generate a map, it said it was above some 65555 limit and wouldn't generate anything but a flat plane, so I've been ignoring that one entirely for now. I don't really know where to go from here, and I feel like I've been all across the internet and have nothing to show for it.. I'm about to read these two documents since they were linked in sebastian lagues erosion video description, but I can already tell these will, yet again, go over my head.
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Can someone help me adding Terraforming to Sebastian Lague's marching cubes script?
Terrafroming: https://github.com/SebLague/Terraforming
What are some alternatives?
When comparing godot_voxel and Terraforming you can also consider the following projects:
godot-destructible-terrain - Destructible terrain for the Godot engine
Hydraulic-Erosion
VoxelPlugin - Voxel Plugin for Unreal Engine
Marching-Cubes - Coding Adventure
godot-proposals - Godot Improvement Proposals (GIPs)
voxelgame - Voxel world prototype made with Godot Engine
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
Godot - Godot Engine – Multi-platform 2D and 3D game engine
gdal - GDAL is an open source MIT licensed translator library for raster and vector geospatial data formats.
enu - A Logo-like 3D environment, implemented in Nim
GodotBuilds - Test Godot builds with sanitizers
Goost - A general-purpose, extensible and customizable C++ extension for Godot Engine.
godot_voxel vs godot-destructible-terrain
Terraforming vs Hydraulic-Erosion
godot_voxel vs VoxelPlugin
Terraforming vs Marching-Cubes
godot_voxel vs godot-proposals
Terraforming vs voxelgame
godot_voxel vs godot-jolt
Terraforming vs Godot
godot_voxel vs gdal
godot_voxel vs enu
godot_voxel vs GodotBuilds
godot_voxel vs Goost