# FastVoxel
FastVoxel is a voxel terrain 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.
This repo contains the engine/plugin side of the project.
It's currently being refactored a bit, so some internal structure may change, but the main ideas and APIs are stable enough to explain here.
## Highlights
- Rust-based Godot 4 GDExtension
- chunked voxel terrain pipeline
- bit-packed voxel storage (solid / air)
- procedural terrain using `fastnoise-lite`
- chunk streaming around the player
- runtime cube meshing with texture atlas support
- Godot editor resources for config + voxel registry
## Screenshots
Right now the repo only contains branding assets. I haven't added gameplay screenshots yet.
If you want to add screenshots that show directly on the README, the easiest thing is to just drop images somewhere like:
```
docs/screenshots/WHATEVER.png
```
Then embed them in the README like:
```md

```
## What FastVoxel Actually Does
The engine generates a voxel world using chunk columns.
Rough pipeline looks like this:
1. A `SurfaceGenerator` decides if a voxel is solid or not.
2. A `ChunkColumn` holds a vertical stack of chunks.
3. Each `Chunk` stores voxel occupancy in a compact bit-packed format.
4. A `Mesher` converts visible voxel faces into triangle meshes.
5. A `Renderer` turns those meshes into Godot `MeshInstance3D` nodes.
6. A world node updates loaded terrain as the player moves around.
The idea is to keep generation, storage, and meshing fairly modular so different strategies can be swapped in later.
## Core Concepts
### Chunked world layout
Terrain is divided into columns of chunks.
Current defaults:
- `CHUNK_SIZE = 32`
- each chunk = `32 × 32 × 32` voxels
- columns stack multiple chunks vertically
- chunk loading/unloading happens around the player based on render distance
Relevant files:
- `src/chunk/chunk.rs`
- `src/chunk/column.rs`
- `src/chunk/chunk_manager.rs`
### Bit-packed voxel storage
Instead of storing a struct per voxel, chunks store occupancy using packed `u32` blocks.
So right now a voxel is basically:
- `0` → air
- `1` → solid
This keeps memory usage low and makes lookups very cheap. It works well for early terrain prototypes and simple block worlds.
Material differences are currently handled at the meshing/registry layer instead of inside the voxel storage itself.
### Surface generation
The default generator is `SimpleSurfaceGenerator`.
It uses `fastnoise-lite` to create a heightmap and then fills voxels from the bottom up to that height.
Important files:
- `src/generation/generator.rs`
- `src/generation/simple_heightmap.rs`
The generation system is trait-based so other terrain approaches can be plugged in later.
### Meshing
There are a few different meshing implementations right now.
- `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.
### Godot integration
The engine exposes a few classes/resources to Godot via GDExtension.
Main ones:
- `WorldConfig` – terrain + generation settings
- `VoxelRegistry` – describes voxel types and atlas tiles
- `World` – runtime node responsible for generation and updates
- `WorldPlugin` – editor-side 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, chunk manager, mesh buffers
├── editor/ # Godot resources, world node, editor plugin
├── generation/ # generator traits + procedural terrain generation
├── meshing/ # meshing strategies
├── rendering/ # converting mesh data to Godot meshes
├── terrain/ # higher-level terrain experiments / refactor work
└── voxel/ # voxel registry + earlier voxel abstractions
```
## Build and Install
### 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
```
### Helper build script
There's a small `build.sh` script that builds the Rust library and copies it into a Godot project.
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.
## Using It in Godot
Typical workflow looks like this:
1. build the Rust extension
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
6. assign the config and registry in the inspector
7. trigger terrain generation
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.
### Runtime API
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
This project is licensed under the MIT License.
See the `LICENSE` file for the full text.