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README.md
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README.md
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<img src="./logo-cropped.svg" alt="FastVoxel logo" width="180" />
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</p>
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**FastVoxel** is a voxel engine for Godot written in Rust using GDExtension.
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Main goals are:
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**FastVoxel** is a **Voxel Engine** for Godot written as a Rust GDExtension. The goal is basically: generate chunks quickly, keep voxel storage lightweight, and build meshes at runtime for blocky worlds with textured materials.
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- Generate chunks fast enough (It's already faster than minecraft, but not because of my good code, it's actually minecraft's fault)
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- store voxels using almost no memory (because RAM prices blah blah blah.. and also I enjoy suffering so why not spend 1k hours optimizing this thing?),
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- and build meshes at runtime for blocky worlds with textured materials.
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This repo contains the engine/GDExtension side of the project.
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This repo contains the engine side of the project.
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Yes, things are constantly being refactored.
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And yes, I still have no idea what I'm doing, so take that for granted and pray to the compiler.
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It's currently being refactored constantly, so some internal structure may change, but the main ideas and APIs are stable enough to explain here. (or Are They?)
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## Highlights
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- Rust-based Godot 4 GDExtension
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- Chunked voxel mesh pipeline
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- Bit-packed voxel storage (solid/air, liquid, whatever)
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- Procedural terrain via `fastnoise-lite`
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- Chunk streaming around the player
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- Runtime cube meshing with texture atlas support (up to 1024x1024)
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- chunked voxel mesh pipeline
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- bit-packed voxel storage (solid / air)
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- procedural terrain using `fastnoise-lite`
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- chunk streaming around the player
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- runtime cube meshing with texture atlas support
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- Godot editor resources for config + voxel registry
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## Soon
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## Soon:
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- Multi-threaded chunk meshing & generation using a **work stealing** thread pool with divide‑and‑conquer parallelism.
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(Some C dev just segfaulted reading that.)
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- Multi-Threaded chunk meshing and world generation using a `Work Stealing` Thread pool with divide‑and‑conquer parallelism.
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## Screenshots
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<p align="center">
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<img src="docs/screenshots/colors.png" width="960" />
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<img src="docs/screenshots/colors.png" alt="Albedo Vertex color" width="960" />
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</p>
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<p align="center">
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<img src="docs/screenshots/heightmap-noise.png" width="960" />
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<img src="docs/screenshots/heightmap-noise.png" alt="Heightmap Surface Noise" width="960" />
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</p>
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<p align="center">
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<img src="docs/screenshots/normal-map.png" width="960" />
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<img src="docs/screenshots/normal-map.png" alt="Albedo Texture + Normal map" width="960" />
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</p>
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The repo mostly contains branding assets. More gameplay screenshots coming soon, assuming I stop rewriting the engine every Tuesday.
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Right now the repo only contains branding assets. I haven't added gameplay screenshots yet.
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To add your own: put them in
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If you want to add screenshots that show directly on the README, the easiest thing is to just drop images somewhere like:
|
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```
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docs/screenshots
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docs/screenshots/WHATEVER.png
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```
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then embed with
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Then embed them in the README like:
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```
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```md
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```
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## What FastVoxel Actually Does
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The engine generates a voxel world using chunk columns.
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The suspiciously‑simple pipeline:
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Rough pipeline looks like this:
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1. `SurfaceGenerator` decides if a voxel is solid.
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2. `ChunkColumn` stacks chunks vertically.
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3. Each `Chunk` stores voxels in bit‑packed `u32`s.
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4. `Mesher` converts only the exposed voxel faces into triangles.
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5. `Renderer` throws those triangles into Godot's scene tree.
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6. The world updates chunks as the player moves around.
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1. A `SurfaceGenerator` decides if a voxel is solid or not.
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2. A `ChunkColumn` holds a vertical stack of chunks.
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3. Each `Chunk` stores voxel occupancy in a compact bit-packed format.
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4. A `Mesher` converts visible voxel faces into triangle meshes.
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5. A `Renderer` turns those meshes into Godot `MeshInstance3D` nodes.
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6. A world node updates loaded terrain as the player moves around.
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Everything is modular because future "me", will absolutely regret today's design decisions and might decide to get back into the cave and rewrite the engine again.
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The idea is to keep generation, storage, and meshing fairly modular so different strategies can be swapped in later.
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## What FastVoxel _Doesn't_ Do (Yet)
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## What FastVoxel "Doesn't" do
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1. No compute shaders or GPU meshing. This is an OS-Thread party.
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2. No per‑vertex AO on the greedy mesher.
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(Because it's complicated and my last functioning brain cell is currently writing this.)
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3. Doesn't cull neighboring chunk faces yet because chunks don't talk to each other.
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(They're socially anxious.)
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1. The engine doesn't use compute shaders or any kind of GPU accelerated meshing algorithem.
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2. The engine doesn't bake per-vertex AO on greedy mesher (because it complicates things and I'm running on two brain cells at the moment)
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3. The engine doesn't cull the neighboring faces because it has no access to the data of adjacent chunks. (I'm working on it).
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## Core Concepts
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### Chunked world layout
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Terrain = columns of chunks.
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Terrain is divided into columns of chunks.
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Defaults:
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Current defaults:
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- chunk size: `32 × 32 × 32`
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- chunks load/unload based on render distance (default: 8)
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- `CHUNK_SIZE = 32`
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- each chunk = `32 × 32 × 32` voxels
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- columns stack multiple chunks vertically like a hamburger
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- chunk loading/unloading happens around the player based on render distance
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Relevant files:
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@@ -101,32 +94,291 @@ Relevant files:
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### Bit-packed voxel storage
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Instead of storing a big struct per voxel, we cram voxels into `u32`s.
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Instead of storing a struct per voxel, chunks store occupancy using packed `u32` blocks. since a voxel is represented by a single **bit**, a single `u32` can store the state of `32 voxels`.
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Each voxel = **1 bit**:
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right now a voxel is basically:
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- `0` => air
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- `1` => solid
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- `0` -> air
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- `1` -> solid
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A single `u32` stores 32 voxels (very memory-friendly).
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This keeps memory usage low and makes lookups very cheap.
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A 32×32×32 chunk:
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For a 32 × 32 × 32 chunk, each horizontal row of 32 voxels fits into a single u32. Which means a layer of the chunk requires 32 u32s, and the entire chunk can be stored as a 32 × 32 array of u32s. Each u32 corresponds to one row of voxels along the X axis.
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- each row (32 voxels) = `u32`
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- each layer = 32 rows = 32 `u32`s
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- whole chunk = 32 × 32 = **1024 `u32`s**
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This compact memory layout works well for terrain meshing stage, where the main concern is to quickly check whether voxels are empty or solid. because we use a single bit to represent a voxel instead of a full struct or enum or whatever, the implementation is 32× more memory efficient (no sh- sherlock).
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This layout is amazing for meshing because checking solid/air is basically:
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Material differences are currently handled at the meshing/registry layer instead of inside the voxel storage itself.
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### Surface generation
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The default generator is `SimpleSurfaceGenerator`.
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|
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It uses `fastnoise-lite` to create a heightmap and then fills voxels from the bottom up to that height.
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|
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Important files:
|
||||
|
||||
- `src/generation/generator.rs`
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||||
- `src/generation/simple_heightmap.rs`
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|
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The generation system is trait-based so other terrain approaches can be plugged in later.
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|
||||
### Meshing
|
||||
|
||||
There are a few different meshing implementations right now.
|
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|
||||
- `CullingMesher` – basic visible-face meshing
|
||||
- `TexturedMesher` – cube meshing with texture atlas support
|
||||
- `BinaryGreedyMesher` – more optimization-focused experiment
|
||||
|
||||
Relevant files:
|
||||
|
||||
- `src/meshing/mesher.rs`
|
||||
- `src/meshing/textured_mesher.rs`
|
||||
- `src/meshing/binary_greedy_mesher.rs`
|
||||
|
||||
The textured mesher is currently the most useful one if you're aiming for something Minecraft-like since it supports per-face UV lookup via a voxel registry.
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### Godot integration
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The engine exposes a few classes/resources to Godot via GDExtension.
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Main ones:
|
||||
|
||||
- `WorldConfig` – terrain + generation settings
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||||
- `VoxelRegistry` – describes voxel types and atlas tiles
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- `World` – runtime node responsible for generation and updates
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- `WorldPlugin` – editor-side plugin hooks
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|
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Files:
|
||||
|
||||
- `src/editor/world_config.rs`
|
||||
- `src/editor/voxel_registry.rs`
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- `src/editor/world_node.rs`
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- `src/editor/world_plugin.rs`
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||||
|
||||
## Project Structure
|
||||
|
||||
```
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bit = (row >> x) & 1
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src/
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├── chunk/ # chunk data, columns, chunk manager, mesh buffers
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├── editor/ # Godot resources, world node, editor plugin
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├── generation/ # generator traits + procedural terrain generation
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├── meshing/ # meshing strategies
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├── rendering/ # converting mesh data to Godot meshes
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||||
├── terrain/ # higher-level terrain experiments / refactor work
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└── voxel/ # voxel registry + earlier voxel abstractions
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```
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Since we use 1 bit instead of a whole struct, one could argu the memory usage is ~32× lower.
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||||
Important, because RAM now costs $800 for 16 GB. that's like fifty bucks per gigabyte, and I'm not emotionally prepared for that.
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||||
## Build and Install
|
||||
|
||||
Materials are handled at the meshing/registry layer, not in voxel storage.
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||||
### Requirements
|
||||
|
||||
You need:
|
||||
|
||||
- Rust toolchain
|
||||
- a Godot 4 project set up for GDExtension
|
||||
- optionally a sibling Godot project if you want to use the provided `build.sh`
|
||||
|
||||
### Build the extension
|
||||
|
||||
```
|
||||
cargo build --release
|
||||
```
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||||
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||||
### Helper build script
|
||||
|
||||
There's a small `build.sh` script that builds the Rust library and copies it into a Godot project.
|
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|
||||
By default it expects a project at:
|
||||
|
||||
```
|
||||
../minekoloft
|
||||
```
|
||||
|
||||
It copies the Linux shared library to:
|
||||
|
||||
```
|
||||
../minekoloft/addons/fastvoxel/bin/linux
|
||||
```
|
||||
|
||||
Run it with:
|
||||
|
||||
```
|
||||
./build.sh
|
||||
```
|
||||
|
||||
If your Godot project is somewhere else, just edit the `GODOT_PROJECT` path in the script.
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|
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## Using It in Godot
|
||||
|
||||
Typical workflow looks like this:
|
||||
|
||||
1. build the Rust extension
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||||
2. copy/install the addon into your Godot project
|
||||
3. create a `WorldConfig` resource
|
||||
4. create a `VoxelRegistry` resource
|
||||
5. add a `World` node to a scene
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||||
6. assign the config and registry in the inspector
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||||
7. trigger terrain generation
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||||
8. call the update method each frame with the player position
|
||||
|
||||
### WorldConfig
|
||||
|
||||
`WorldConfig` stores generation settings like:
|
||||
|
||||
- `chunk_size`
|
||||
- `render_distance`
|
||||
- `worker_threads`
|
||||
- `seed`
|
||||
- `frequency`
|
||||
- `terrain_height`
|
||||
|
||||
Default values in the code are roughly:
|
||||
|
||||
- chunk size: `Vector3i(32, 32, 32)`
|
||||
- render distance: `8`
|
||||
- worker threads: `4`
|
||||
- seed: `1234`
|
||||
- frequency: `0.03`
|
||||
- terrain height: `6`
|
||||
|
||||
These are just meant for quick test worlds.
|
||||
|
||||
### VoxelRegistry
|
||||
|
||||
`VoxelRegistry` is a Godot `Resource` containing voxel model definitions.
|
||||
|
||||
Each `VoxelModel` can specify:
|
||||
|
||||
- voxel type
|
||||
- atlas size
|
||||
- tile index for each cube face
|
||||
|
||||
Faces supported:
|
||||
|
||||
- left
|
||||
- right
|
||||
- bottom
|
||||
- top
|
||||
- back
|
||||
- front
|
||||
|
||||
The mesher uses this to assign UVs when building meshes.
|
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|
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### Runtime API
|
||||
|
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The intended `World` node API currently includes:
|
||||
|
||||
- `generate_terrain()`
|
||||
- `regenerate_terrain()`
|
||||
- `clear_terrain()`
|
||||
- `update_from_gdscript(player_world_pos: Vector3)`
|
||||
|
||||
Example usage in GDScript:
|
||||
|
||||
```gdscript
|
||||
@onready var world = $World
|
||||
@onready var player = $Player
|
||||
|
||||
func _ready() -> void:
|
||||
world.generate_terrain()
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
world.update_from_gdscript(player.global_position)
|
||||
```
|
||||
|
||||
## Engine-Level API Notes
|
||||
|
||||
### Generation trait
|
||||
|
||||
Terrain generation is abstracted behind `SurfaceGenerator`.
|
||||
|
||||
```rust
|
||||
pub trait SurfaceGenerator: Send + Sync {
|
||||
fn generate(&self, column: &mut ChunkColumn);
|
||||
fn sample_voxel(&self, pos: Vector3i) -> bool;
|
||||
}
|
||||
```
|
||||
|
||||
This makes it easier to experiment with:
|
||||
|
||||
- different noise algorithms
|
||||
- caves
|
||||
- biome systems
|
||||
- deterministic seeds
|
||||
- threaded generation later on
|
||||
|
||||
### Mesher trait
|
||||
|
||||
Meshing also uses a trait interface.
|
||||
|
||||
```rust
|
||||
pub trait Mesher: Send + Sync {
|
||||
fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh);
|
||||
fn generate_mesh_with_registry(
|
||||
&self,
|
||||
chunk: &Chunk,
|
||||
registry: &VoxelRegistry,
|
||||
mesh: &mut ChunkMesh,
|
||||
);
|
||||
fn get_name(&self) -> &str;
|
||||
}
|
||||
```
|
||||
|
||||
Some meshers only need occupancy data, while others need material/registry info.
|
||||
|
||||
Keeping this separated makes it easier to experiment with meshing strategies without touching world management code.
|
||||
|
||||
### ChunkManager
|
||||
|
||||
`ChunkManager` is responsible for most of the runtime work:
|
||||
|
||||
- managing chunk column lifetimes
|
||||
- generating terrain around the player
|
||||
- unloading distant chunks
|
||||
- triggering meshing
|
||||
- submitting meshes to the renderer
|
||||
- handing mesh instances back to the scene tree
|
||||
|
||||
So it basically sits between generation, meshing, and rendering.
|
||||
|
||||
## Current State
|
||||
|
||||
The project is mid-development and some systems are being refactored (mainly around the world/terrain layers).
|
||||
|
||||
But the overall direction is pretty clear:
|
||||
|
||||
- compact chunk storage
|
||||
- trait-based generation
|
||||
- pluggable meshing
|
||||
- Godot editor resources
|
||||
- runtime chunk streaming
|
||||
|
||||
## Why This README Exists
|
||||
|
||||
Mostly so the repo has an actual front page explaining:
|
||||
|
||||
- what the project is
|
||||
- how it works
|
||||
- how to build it
|
||||
- where to start reading the code
|
||||
|
||||
Wiki pages tend to be less visible when someone first lands on the repository.
|
||||
|
||||
## Possible Future Work
|
||||
|
||||
Some things likely coming next:
|
||||
|
||||
- finishing the current terrain/world refactor
|
||||
- adding real gameplay screenshots or gifs
|
||||
- stabilizing the Godot-facing API
|
||||
- multithreaded chunk generation **(GOD HELP)**
|
||||
- more voxel/material data in storage
|
||||
- improved greedy meshing and cross-chunk face handling
|
||||
- a small example Godot project using the addon
|
||||
|
||||
## License
|
||||
|
||||
MIT License. Do whatever, just don't blame me.
|
||||
This project is licensed under the MIT License.
|
||||
|
||||
See the `LICENSE` file for the full text.
|
||||
|
||||
@@ -1,220 +0,0 @@
|
||||
# 📄 Introduction into FastVoxel
|
||||
|
||||
## Surface generation
|
||||
|
||||
Default generator: `SimpleSurfaceGenerator`
|
||||
|
||||
It uses `fastnoise-lite` to create a heightmap, then fills voxel columns from the bottom up.
|
||||
|
||||
Files:
|
||||
|
||||
- `src/generation/generator.rs`
|
||||
- `src/generation/simple_heightmap.rs`
|
||||
|
||||
Generation uses traits, so you can plug in whatever mumbo jumbo nonsense you want later: caves, biomes, multiverse, whatever.
|
||||
|
||||
## Meshing
|
||||
|
||||
Multiple meshers exist because one was simply not enough to satisfy my unhealthy obsession with "doing it right this time."
|
||||
[engine development perfectionism disorder. there's no cure.]
|
||||
|
||||
- `CullingMesher` – basic visible-face meshing
|
||||
- `TexturedMesher` – UV-aware cube meshing (Minecraft basically)
|
||||
- `BinaryGreedyMesher` – experimental optimization attempt
|
||||
|
||||
Files:
|
||||
|
||||
- `src/meshing/mesher.rs`
|
||||
- `src/meshing/textured_mesher.rs`
|
||||
- `src/meshing/binary_greedy_mesher.rs`
|
||||
|
||||
The textured mesher is currently the most practical one because it respects UVs and etc. simply because you can define the material for it.
|
||||
It's not optimized though.
|
||||
|
||||
## Godot integration
|
||||
|
||||
The engine exposes several handy APIs for the editor:
|
||||
|
||||
- `WorldConfig` – generation settings
|
||||
- `VoxelRegistry` – voxel definitions and atlas stuff
|
||||
- `World` – main terrain node
|
||||
- `WorldPlugin` – editor plugin hooks
|
||||
|
||||
Files:
|
||||
|
||||
- `src/editor/world_config.rs`
|
||||
- `src/editor/voxel_registry.rs`
|
||||
- `src/editor/world_node.rs`
|
||||
- `src/editor/world_plugin.rs`
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
src/
|
||||
├── chunk/ # chunk data, columns, manager
|
||||
├── editor/ # Godot resources + editor plugin
|
||||
├── generation/ # terrain generators
|
||||
├── meshing/ # meshing algorithems
|
||||
├── rendering/ # mesh to Godot conversion
|
||||
├── terrain/ # I'm not so sure
|
||||
└── voxel/ # registry + older voxel logic
|
||||
```
|
||||
|
||||
## Build and Install
|
||||
|
||||
Requirements:
|
||||
|
||||
- Rust toolchain
|
||||
- Godot 4 project with GDExtension
|
||||
- Optional sibling project for `build.sh` to work.
|
||||
|
||||
### Build the extension
|
||||
|
||||
```
|
||||
cargo build --release
|
||||
```
|
||||
|
||||
### Helper script
|
||||
|
||||
`build.sh` builds & copies the extension to:
|
||||
|
||||
```
|
||||
../minekoloft/addons/fastvoxel/bin/linux
|
||||
```
|
||||
|
||||
Run with:
|
||||
|
||||
```
|
||||
./build.sh
|
||||
```
|
||||
|
||||
If your project is elsewhere, edit the path.
|
||||
|
||||
## Using It in Godot
|
||||
|
||||
Typical use:
|
||||
|
||||
1. build the Rust extension
|
||||
2. install addon in your Godot project
|
||||
3. create `WorldConfig`
|
||||
4. create `VoxelRegistry`
|
||||
5. add `World` node
|
||||
6. assign config + registry
|
||||
7. generate terrain
|
||||
8. Call the "update with player position" API every frame. Spam it. It returns early and won't yell at you.
|
||||
|
||||
### WorldConfig
|
||||
|
||||
Contains:
|
||||
|
||||
- chunk_size
|
||||
- render_distance
|
||||
- worker_threads
|
||||
- seed
|
||||
- frequency
|
||||
- terrain_height
|
||||
|
||||
Defaults:
|
||||
|
||||
- chunk: `32,32,32`
|
||||
- render dist: `8`
|
||||
- threads: `4`
|
||||
- seed: `1234`
|
||||
- freq: `0.03`
|
||||
- terrain height: `6`
|
||||
|
||||
### VoxelRegistry
|
||||
|
||||
Each voxel defines:
|
||||
|
||||
- type
|
||||
- atlas size
|
||||
- tile index per face (top, bottom, left, right, front, back)
|
||||
|
||||
Mesher uses this for UVs.
|
||||
|
||||
### Runtime API
|
||||
|
||||
World node provides:
|
||||
|
||||
- `generate_terrain()`
|
||||
- `regenerate_terrain()`
|
||||
- `clear_terrain()`
|
||||
- `update_from_gdscript(player_world_pos)`
|
||||
|
||||
GDScript example:
|
||||
|
||||
```gdscript
|
||||
@onready var world = $World
|
||||
@onready var player = $Player
|
||||
|
||||
func _ready():
|
||||
world.generate_terrain()
|
||||
|
||||
func _process(_delta):
|
||||
world.update_from_gdscript(player.global_position)
|
||||
```
|
||||
|
||||
## Engine-Level API Notes
|
||||
|
||||
### Generation trait
|
||||
|
||||
```rust
|
||||
pub trait SurfaceGenerator: Send + Sync {
|
||||
fn generate(&self, column: &mut ChunkColumn);
|
||||
fn sample_voxel(&self, pos: Vector3i) -> bool;
|
||||
}
|
||||
```
|
||||
|
||||
### Mesher trait
|
||||
|
||||
```rust
|
||||
pub trait Mesher: Send + Sync {
|
||||
fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh);
|
||||
fn generate_mesh_with_registry(
|
||||
&self,
|
||||
chunk: &Chunk,
|
||||
registry: &VoxelRegistry,
|
||||
mesh: &mut ChunkMesh,
|
||||
);
|
||||
fn get_name(&self) -> &str;
|
||||
}
|
||||
```
|
||||
|
||||
### ChunkManager
|
||||
|
||||
Handles:
|
||||
|
||||
- chunk lifetime
|
||||
- generation around player
|
||||
- unloading distant chunks
|
||||
- meshing
|
||||
- sending meshes to renderer
|
||||
- attaching instances to scene
|
||||
|
||||
Basically the project's overworked intern.
|
||||
|
||||
## Current State
|
||||
|
||||
Mid-development, active refactors, might panic on unwrap.
|
||||
Direction is clear though:
|
||||
|
||||
- compact chunk storage
|
||||
- trait-based generation
|
||||
- modular meshing
|
||||
- Godot resource workflow
|
||||
- runtime streaming
|
||||
|
||||
## Why This Document Exists
|
||||
|
||||
Because why not? If you actually wanted to read the code, you wouldn't be here.
|
||||
|
||||
## Future Work
|
||||
|
||||
- finish terrain/world refactor
|
||||
- more screenshots
|
||||
- stable API for godot
|
||||
- multithreaded chunk gen (**GOD HELP**)
|
||||
- Better Godot material integration for voxel meshes (so things look less like programmer art).
|
||||
- fix the greedy meshing
|
||||
- sample Godot project
|
||||
Reference in New Issue
Block a user