A C++ module for creating volumetric worlds in Godot Engine.
- Realtime 3D terrain editable in-game (Unlike a heightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
- 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.
These are some ideas that may or may not be implemented in the future:
- Multiplayer
- Texturing on smooth terrain
- Authoring in editor
- Improving LOD performance
- Improving instancing
- GPU offloading
- Make GDExtension work (compiles, but GDExtension has many problems)
This module is a non-profit project developed by voluntary contributors. The following is the list of the current donors. Thanks for your support :)
Aaron Franke (aaronfranke)
Bewildering
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
rcorre (Ryan Roden-Corrent)
duchainer (Raphaël Duchaîne)
MadMartian
stackdump (stackdump.eth)
Treer
MrGreaterThan
lenis0012
ilievmark (Iliev Mark)
OrbitalHare
matthewhilton (Matthew Hilton)
Pugulishus
Fabian (nan0m)