Zylann/godot_voxel

Games

A Godot 4 C++ module and extension for building editable, chunk-streamed 3D voxel terrain in games.

4,073
379
C++
MIT
10 years old

Voxel Tools gives Godot Engine 4 projects a voxel-based terrain system rather than a heightmap. The practical difference is that terrain can have overhangs, tunnels and in-game digging or building, while the world can be paged as chunks instead of loaded all at once. It is aimed at game developers working in Godot who need volumetric terrain without writing a rendering and collision layer themselves.

What it does

Voxels are converted into chunked polygon meshes for rendering, so the module handles the step from stored volume data to drawable geometry. It integrates with Godot physics and also offers a faster Minecraft-like collision mode. Two visual styles are documented: blocky terrain with multiple materials and baked ambient occlusion, and smooth terrain with level-of-detail using Transvoxel. An instancing system can place foliage, rocks and similar decoration on surfaces.

Data does not have to come from one built-in world type. Voxel data is streamed from a variety of sources and you can write your own generators, which matters if the terrain should come from procedural rules, authored data or another source. Storage can use 8-bit or 16-bit channels for general-purpose data, not only terrain density.

A typical workflow is: install the module, create a terrain node that references a data source or generator, and let the chunk system stream and mesh the visible area as the player moves. Gameplay code then edits voxels for destruction or construction, with the module supplying meshes and collision. The documentation's quick start and installation pages are the right starting points for concrete node and project setup (installation guide, quick start).

Requirements and limits

This is a C++ module/extension for Godot Engine 4, not a standalone engine or a general voxel editor. It is a non-profit, volunteer-developed project, and the README points to feature branches for work in progress; its listed areas of interest include multiplayer synchronization, smooth voxel texturing, blocky level-of-detail and making the GDExtension path work (README, feature branches). Those are stated directions, not shipped guarantees, so check the current changelog and documentation before assuming a particular feature is complete (changelog).

The supplied material does not document a separate runtime, editor plugin workflow or supported Godot version range beyond "Godot Engine 4"; confirm version compatibility on the installation page. The MIT license permits use and modification under its terms (repository).

Written by AI from the project's README, updated October 31, 2026. The project's own docs are the source of truth.