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Voxe

Voxe is an open source voxel framework for Unity3D.

Even though voxels have become rather popular in the last few years there are still only quite a few open-source C# solutions of good quality out there. Voxe is an attempt to bring voxels to everyone. It's meant to bring the community together, be easy to use and yet feature rich.

I am starting this project because I have come to realize (once again) how futile it is trying to create something great alone with only the little spare time one has. Frankly, in its current form it is far from greatness - it is full of bugs, lacks many features and proper documention and its design is not finished still. However, that is not something which can not be changed in the following months given that enough talented people decide to give a hand.

I will be more than glad for any contribution be it just a simple idea or a nasty bug fix.

Features

Terrain generation

Voxe currently sports a few simple terrain generators. One for a simple flat terrain, a perlin noise generator and one generic terrain generator. They all are currently usable mostly for debugging purposes.

Terrain streaming

The world is streamed - chunks are loaded and saved as you move. Streaming on a separate thread is supported. RLE compression is used.

Threading

Using a custom threadpool, chunks are generated on multiple threads taking full advantage of you hardware. Voxe uses an event-driven model for chunk generation. Upon creation, each chunk registers to its neighbors and from this moment on everything is automatic. The system is build in a way that no synchronization is necessary. There are still some issues with this approach, even when threading is disabled, however, once this is polished, this might become one of Voxe's most powerful assets.

Development

Voxe is still very early in development. Current focus/plans of the development, ordered by priority, are: ######1) fixing the bugs in the event-driven chunk generation ######2) fully generic terrain generation ######3) fully customizable chunks and blocks ######4) LOD ######5..N) we'll think of something

Note

Here and there, there might be parts of the code present in Voxe which are originaly not mine but taken from one of a million other voxel frameworks I went through in the past few months. It should be only minor parts of the code and unfortunatelly, I can not possibly remember where they all come from. If you happen to identify them and they are distrubuted only under a strict licence, please, let me know so that I can change the code or ask for approval to use it from the original author.

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One voxel engine to rule them all and in Unity3D to bind them.

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