Axis-aligned Bounding Box.
An endpoint to a client’s connection.
Serializable struct representing block data.
A set of utility functions for block operations.
Protocol buffer compatible chunk data structure.
A list of chunks that the entity is requesting to generate.
A set of utility functions for chunk operations.
A manager for all chunks in the Voxelize world.
A client of the server.
A flag for clients in the world.
Send message to specific world
New chat session is created
The direction this entity is looking at.
Session is disconnected
Takes all the metadata components, and saves them into the
world saving directory by their ID’s.
A flag for entities (animals) in the world.
Protocol buffer compatible entity data structure.
A preset chunk stage to set a flat land.
Protocol buffer compatible geometry data structure.
What makes an entity physical in Voxelize.
World-wide K-dimensional tree for fast positional querying
Node of a light propagation queue.
A set of utility functions for light operations.
A set of utility functions to simulate global illumination in a Voxelize world.
Protocol buffer compatible mesh data structure.
A meshing helper to mesh chunks.
Builder for a protocol buffer message.
A list of chunks that the entity is requesting to generate.
N-dimensional array stored in a 1D array.
Multi-fractal noise options.
Idiomatic builder pattern for NoiseOptions
.
Protocol buffer compatible peer data structure.
A pipeline is strictly for holding the stages necessary to build the chunks.
The direction this entity is positioned.
A collection of blocks to use in a Voxelize server. One server has one registry and one
registry only. Once a registry is added to a server, it cannot be changed.
A physical body in the Voxelize world.
Builder pattern for RigidBody.
What makes an entity physical in Voxelize.
World-wide K-dimensional tree for fast positional querying
Seeded simplex noise for Voxelize.
A websocket server for Voxelize, holds all worlds data, and runs as a background
system service.
Builder for a voxelize server.
A data structure used in Voxelize to access voxel data of multiple chunks at
the same time. Centered with one chunk, a Space allows developers to know what’s
around a chunk.
A data structure to build a space.
What kind of data does this space have/need?
Parameters of constructing a Space data structure.
Spline graph of Voxelize. Used to map noise values to custom values.
A general statistical manager of Voxelize.
By adding this component, an entity has the ability to scan around
and look at the closest entity.
A seeded layered terrain for Voxelize world generation.
A layer to the terrain. Consists of two spline graphs: height bias and height offset graphs.
Height bias is how much terrain should be compressed as y-coordinate increases, and height offset is
by how much should the entire terrain shift up and down.
Serializable struct representing a UV coordinate.
Protobuf buffer compatible update data structure.
Vector2 implementation for Voxelize.
Vector3 implementation for Voxelize.
The direction this entity is positioned.
A voxelize world.
World configuration, storing information of how a world is constructed.
Builder for a world configuration.