A C++ module for creating volumetric worlds in Godot Engine 4.
- Realtime 3D terrain editable in-game (Unlike a heightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
- Polygon-based: voxels are transformed into chunked meshes to be rendered
- Godot physics integration + alternate fast Minecraft-like collisions
- Infinite terrains made by paging chunks in and out
- Voxel data is streamed from a variety of sources, which includes the ability to write your own generators
- Minecraft-style blocky voxel terrain, with multiple materials and baked ambient occlusion
- Smooth terrain with level of detail using Transvoxel
- Voxel storage using 8-bit or 16-bit channels for any general purpose
- Instancing system to spawn foliage, rocks and other decoration on surfaces
Check the changelog for more recent details.
Areas of interest:
- Multiplayer synchronization
- Smooth voxel texturing
- Level of detail with blocky voxels
- Make GDExtension work
This module is a non-profit project developed by voluntary contributors. The following is the list of who donated at least once. Thanks for your support :)
Aaron Franke (aaronfranke)
Bewildering
Eerrikki
TheConceptBoy
Chris Bolton (yochrisbolton)
Gamerfiend (Snowminx)
greenlion (Justin Swanhart)
segfault-god (jp.owo.Manda)
RonanZe
Phyronnaz
NoFr1ends (Lynx)
Kluskey (Jared McCluskey)
Trey2k (Trey Moller)
marcinn (Marcin Nowak)
bfoster68
gumby-cmyk
Joshua Woods (jpw1991)
jjoshpoland (Josh)
jbbieber1127 (John Bieber)
rcorre (Ryan Roden-Corrent)
duchainer (Raphaël Duchaîne)
MadMartian
stackdump (stackdump.eth)
Treer
MrGreaterThan
lenis0012
ilievmark (Iliev Mark)
OrbitalHare
matthewhilton (Matthew Hilton)
Pugulishus
Fabian (nan0m)
SummitCollie
nulshift
ddel-rio (Daniel del Río Román)
Cyberphinx