@novaleaf said:
@Pilvinen are you using a voxel solution, or are you rolling your own? Do you have a tech demo that includes sample code you can share? (including realistic code/style found in your project, not something one-off)
My own interests are similar but I have some pretty specific architecture/documentation preferences so I'd like to make sure my work style is compatible before volunteering.
We have somewhat specific needs for our game so we ended up building our own voxel engine for this purpose. It's going to be open sourced under the permissive MIT-license as soon as we get the project split up in modules and all code organized, and make sure that it runs without any major problems. Right now it's still private. But hopefully it won't take us too long to release it.
So when it's released (in a couple of weeks... ? but it depends on how much time people have from school and work) the voxel engine comes in four modules:
Terra
World executor - Terra is the worker who does what it's told, nothing more, nothing less.
Weltschmerz
World planner for Terra. Generates various maps which are then combined into a high level representation of a world map. Weltschmerz is the architect who doesn't get his hands dirty.
Foreman
World generator for Terra. Foreman translates Weltschmerz's world map for Terra's consumption and provides Terra with everything it needs. Foreman is the supervisor who reads plans and orders workers around.
Voxel-demo
Demo implementation of Terra using Weltschmerz and Foreman.
Once we get things organized and released you will have full access to everything, even as an outsider, sans any game specific code, which will remain proprietary.
But please note that it will be by no means 100% ready and done by the time we make it public. We will continue developing the core technologies for the foreseeable future. A lot of stuff we need is still missing.
I don't know what else to say at this point to your questions. But we strive to create good interfaces for the engine for both low and higher level access. It is being designed in such a way that developer X can come and pick it up and use it for his game with minimal adjustments.
We don't currently support smooth worlds. But I would be interested in testing it out at some point.
I'm not sure if you are aware but Zylann is also developing a voxel engine in C++ for Godot (as a Godot module) and it's a bit further along than our engine on some levels. You might want to check that out too. AFAIK, it gives good performance. Here's a link to it: (https://github.com/Zylann/godot_voxel). For any questions about it you can try the Godot Discord server, Zylann hangs out there.
If you want to have a proper discussion about our voxel engine you can join our Discord at https://discord.starandserpent.com/ and ask on our channels or PM me directly: Pilvinen#1291
:)