This demo is a minimal first-person voxel game, inspired by others such as Minecraft.
Language: GDScript
Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/676
Started work on porting the original 3D Voxel Demo from GD script to C#. Porting a dynamic language to a static is a little messy.
All GD script classes are fully ported to C# and are wired up to be used.
There are bugs and the voxel boxes are not showing up when game is running.
If you check out this commit:
git checkout 87c6921defaf9a10b00e474e6999f259cac16f54
You will see the game looking like the original but part of games is controlled by new C# classes and part by original GD script classes.
Trying to keep the code as close to the GD script version as possible. This is meant to be a starter project for a dynamic procedural generated 3D world. Maybe this could be accepted as an official Godot asset / template.
Pull requests are welcome.
Each chunk is a
StaticBody
with each block having its own
CollisionShape
for collisions. The meshes are created using
SurfaceTool
which allows specifying vertices, triangles, and UV coordinates
for constructing a mesh.
The chunks and chunk data are stored in
Dictionary
objects. New chunks have their meshes drawn in separate
Thread
s,
but generating the collisions is done in the main thread, since Godot does
not support changing physics objects in a separate thread. There
are two terrain types, random blocks and flat grass. A more
complex terrain generator is out-of-scope for this demo project.
The player can place and break blocks using the
RayCast
node attached to the camera. It uses the collision information to
figure out the block position and change the block data. You can
switch the active block using the brackets or with the middle mouse button.
There is a settings menu for render distance and toggling the fog.
Settings are stored inside of an
AutoLoad singleton
called "Settings". This class will automatically save
settings, and load them when the game opens, by using the
File
class.
Sticking to GDScript and the built-in Godot tools, as this demo does, is quite limiting. If you are making your own voxel game, you should probably use Zylann's voxel module instead: https://github.com/Zylann/godot_voxel
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