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Lucas Damian Johnson edited this page Jan 28, 2022 · 2 revisions

These are the current features of the engine:

  • Different voxel types and shapes.
  • Chunk-based rendering and meshing.
  • Multi-threaded mesh building.
  • Ambient occlusion.
  • Animated textures.
  • Connected Textures.
  • Custom shaders and shader effects.
  • Vertical and horizontal chunks.
  • Pre-Baking Lighting system.
    • Flood fill lighting system for local sources.
    • Support for different colored lights.
    • Sunlight calculation for global illumination (like Minecraft)
  • World Data API - Easy way to create chunks and the needed data for it.

These are the features being worked on:

  • Easy to use light API and light options
  • Easy to use auto-update world on voxel add/remove
    • Will auto update light sources for you.
  • Fluid flow and magma flow like Minecraft.
  • Same voxel different colors
    • Set a color directly on voxel data.
    • Options to create shade gradient with neighbors.
  • Dynamic Lighting system.
    • Will use Babylon's built-in dyamic lights and shadow casting.
  • One mesh mode
    • If the world does not need to update a lot all the worlds chunk meshes can be combined into one for each substance.
  • Well-written wiki with tutorials on how to do anything that you could possibly want.
  • Standard data format for the engine that will be called either .dsd or .dved for saving the world data and or structures.

These are long term goals:

  • Basic physics and collision detection.
    • Working to develop some helper functions to determine what voxel the player is looking at or touching.
    • Instead of using collision detection with the actual meshes it will calculate collision in the world thread.
  • More shader effects and custom voxel substances
  • Structure creator software.
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