zylann/godot_voxel

Voxel module for Godot Engine

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Summary Information

Updated 50 minutes ago
Added to GitGenius on September 17th, 2026
Created on May 1st, 2016
Open Issues & Pull Requests: 247 (+0)
GitHub issues: Enabled
Number of forks: 352
Total Stargazers: 3,902 (+0)
Total Subscribers: 76 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 3.2 hours
Mean response time: 11.9 hours
90th percentile: 17.3 hours
Tracked items: 175

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How this project is maintained

Practically every issue opened in the past year has drawn a reply. 95% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. 80% of tracked open issues have had no activity in three months, so the open count overstates what is actively being worked. Only 39% of issues opened in the past year have been closed.

Charts & Analytics

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Issue Activity (beta)

Open issues: 82
New in 7 days: 0
Closed in 7 days: 0
Avg open age: 491 days
Stale 30+ days: 78
Stale 90+ days: 73

Recent activity

Opened in 7 days: 0
Closed in 7 days: 0
Comments in 7 days: 0
Events in 7 days: 1

Top labels

  • question (36)
  • enhancement (31)
  • bug (27)
  • GDExtension (3)
  • Reproduction needed (3)
  • help wanted (3)
  • Needs more info (2)
  • Waiting for Godot (2)

Detailed Description

Godot Voxel is a C++ module for Godot Engine that enables creation of volumetric terrains with real-time editing capabilities.

The tool addresses the limitations of heightmap-based terrain systems by allowing players to create, destroy, and modify terrain in-game, including features like overhangs and tunnels. It converts voxels into chunked polygon meshes for rendering, supporting both blocky Minecraft-style terrain and smooth terrain with level-of-detail using Transvoxel algorithms. Voxel data streams from configurable sources, including custom generators, and the system can page chunks in and out to support infinite terrains. The tool integrates with Godot's physics engine and offers an alternate fast collision mode similar to Minecraft.

Developers should choose this tool when building games that require destructible or player-editable terrain with volumetric properties. It suits projects ranging from blocky voxel games to smooth terrain with multiple materials and ambient occlusion baking. The instancing system allows efficient placement of foliage and decoration on surfaces. The tool provides flexible voxel storage using 8-bit or 16-bit channels for general-purpose data, making it adaptable to various game design needs.

The project maintains active development with ongoing work on multiplayer synchronization, smooth voxel texturing, and level-of-detail improvements for blocky voxels. Effort is underway to make the tool function as a GDExtension, expanding compatibility options. The project operates as a non-profit effort sustained by voluntary contributors and community support.