I’ve been looking for some voxel-editors and found a few that are gratis:
- MagicaVoxel: looks very nice, however, it is closed source and no Linux build is available;
- Zoxel: open-source, but rather limited;
- VoxelShop: closed-source, seems to work fine.
However, creating voxels manually is rather tedious work. So, I would like to generate them using a script. Furthermore, my voxel renderer supports some features that are not available elsewhere. For example, one can use extruded triangles as ‘leaf-nodes’ instead of tiny cubes, because nodes in a voxel octree can refer to themselves.
Hence, I decided that I want to make my own voxel editor. One that will be purely script based. So, if you want to make a single change, you have to change the script that generated it and re-execute that script. As scripting language I’ve chosen Lua, because it is almost trivial to create c++ bindings for Lua. I have also decided to use Qt4, as I don’t want to write yet another widget toolkit for SDL. However, I still want to use my voxel renderer inside my voxel editor, which means that I have to decouple the rendering engine from the SDL based viewer.
As the first step, I switched from GNU makefiles to CMake. I noticed that I’m starting to gather quite some dependencies, of which most are not very important and only used for some minor feature. For example, the benchmark tool uses libpng to allow saving the generated images. Now if you don’t have the development files for libpng installed, the benchmark tool will just be built without the image saving functionality. There is also a program that can convert a texture and heightmap into a pointcloud and uses SDL_image to read the input images. If you don’t have SDL_image, this program won’t be built, though other targets still might be.
The voxel rendering engine is not yet detached from the SDL viewer, but hopefully will be soon. I might then also update the benchmark tool to no longer use SDL, or make its SDL usage optional.
I also took the effort to get the video capture working again. I had some issues with libAV, so I switched to using ffmpeg. Those libraries are very similar, but not fully compatible. You will need to install ffmpeg if you want to use the video capture feature. The capture feature is disabled by default, because cmake does not see the difference between ffmpeg and libAV; ffmpeg is not that easy to obtain; and trying to use libAV will break the build. See README.md for how to enable the video capture feature.