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Features
Lucas Damian Johnson edited this page Jan 28, 2022
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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.