A C++ module for creating volumetric worlds in Godot Engine.
- Realtime editable, 3D based terrain (Unlike a heightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
- Physics based collision and raycast support
- Infinite terrains made by paging sections 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 using Transvoxel
- Levels of detail for smooth terrain
- Voxel storage using 8-bit channels for any general purpose
- Levels of detail for blocky terrain
- Game specific features such as cave generation or procedural trees (though it might include tools to help doing them)
- Editor tools (only a few things are exposed)
- Import and export of voxel formats
Voxel Tools is a custom C++ module for Godot 3.1+. It must be compiled into the engine to work.
Ready-to-use versions of Godot including the module exist, though they might not be 100% up to date.
-
Tokisan Games (editor and export templates)
-
Master builds (editor only)
- Windows: https://github.com/Zylann/godot_voxel/actions?query=workflow%3A%22%F0%9F%9A%AA+Windows+Builds%22
- Linux: https://github.com/Zylann/godot_voxel/actions?query=workflow%3A%22%F0%9F%90%A7+Linux+Builds%22
- Warning, these can be unstable, as they come from the very latest commits. Click on one of the recent commits and a build artifact should be available.
Compiling the source yourself is the best way to get your own version and export template. Please see the Getting Started Guide for instructions.
- Documentation: Getting Started Guide
- Zylann's demos: Zylann's demos
- TinmanJuggernaut's demos: TinmanJuggernaut's demo
These are some ideas that may or may not be implemented in the future:
- Texturing on smooth terrain
- Editor preview and authoring
- Improving LOD performance
- Other meshing algorithms (e.g. dual contouring)
- GPU offloading (Maybe when Godot 4+ supports compute shaders)