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Voxel-based worlds have fascinated me since I first played Minecraft. There's something deeply satisfying about building destructible, modifiable environments where every cube matters. When I started exploring voxel systems in Godot, I discovered it's both more accessible and more complex than I initially thought.

Why Voxels?

Voxels (volumetric pixels) give you incredible flexibility for procedural generation and player interaction. Unlike traditional mesh-based geometry, voxels let you:

The tradeoff? Performance. Rendering millions of cubes naively will bring any system to its knees. The key is clever optimization.

The Basic Data Structure

At its core, a voxel world is just a 3D array. In Godot, I use a chunk-based system where the world is divided into 16x16x16 sections:

class_name VoxelChunk
extends MeshInstance3D

const CHUNK_SIZE = 16
var voxel_data: Array = []

func _init():
    # Initialize 3D array
    voxel_data.resize(CHUNK_SIZE)
    for x in CHUNK_SIZE:
        voxel_data[x] = []
        voxel_data[x].resize(CHUNK_SIZE)
        for y in CHUNK_SIZE:
            voxel_data[x][y] = []
            voxel_data[x][y].resize(CHUNK_SIZE)

func get_voxel(x: int, y: int, z: int) -> int:
    if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
        return 0
    return voxel_data[x][y][z]

func set_voxel(x: int, y: int, z: int, type: int):
    if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
        return
    voxel_data[x][y][z] = type
    rebuild_mesh()
Pro Tip: Use a Dictionary with Vector3i keys for sparse voxel data (mostly empty space). For dense voxel worlds, stick with arrays.

Greedy Meshing: The Performance Multiplier

The naive approach of creating a cube mesh for every voxel is a performance nightmare. Instead, we use "greedy meshing" to combine adjacent faces into larger quads. This can reduce vertex counts by 80-90%.

Here's the core idea: for each axis (X, Y, Z), we scan through slices and merge adjacent faces of the same type:

func generate_mesh() -> ArrayMesh:
    var surface_tool = SurfaceTool.new()
    surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)

    # Generate faces for each direction
    for axis in 3:  # X, Y, Z
        for direction in [-1, 1]:  # Negative and positive
            generate_faces(surface_tool, axis, direction)

    surface_tool.generate_normals()
    return surface_tool.commit()

func generate_faces(st: SurfaceTool, axis: int, dir: int):
    var u = (axis + 1) % 3
    var v = (axis + 2) % 3

    var x = [0, 0, 0]
    var q = [0, 0, 0]

    q[axis] = 1

    # Scan through each slice
    for x[axis] in range(CHUNK_SIZE):
        var mask = []
        mask.resize(CHUNK_SIZE * CHUNK_SIZE)

        # Generate mask for this slice
        for x[v] in range(CHUNK_SIZE):
            for x[u] in range(CHUNK_SIZE):
                var current = get_voxel(x[0], x[1], x[2])
                var neighbor_pos = x.duplicate()
                neighbor_pos[axis] += dir
                var neighbor = get_voxel_safe(neighbor_pos)

                # Create face if there's a transition
                if current != 0 and neighbor == 0:
                    mask[x[u] + x[v] * CHUNK_SIZE] = current
                else:
                    mask[x[u] + x[v] * CHUNK_SIZE] = 0

        # Generate quads from mask
        greedy_mesh_slice(st, mask, axis, dir, x[axis])

Chunk Management

For larger worlds, you need a chunk management system that loads/unloads chunks based on player position. I use a simple distance-based system:

var active_chunks: Dictionary = {}
var render_distance: int = 8

func update_chunks(player_pos: Vector3):
    var player_chunk = world_to_chunk(player_pos)
    var chunks_to_load = []
    var chunks_to_unload = []

    # Find chunks that should be loaded
    for x in range(-render_distance, render_distance + 1):
        for z in range(-render_distance, render_distance + 1):
            var chunk_pos = player_chunk + Vector3i(x, 0, z)
            if chunk_pos not in active_chunks:
                chunks_to_load.append(chunk_pos)

    # Find chunks that should be unloaded
    for chunk_pos in active_chunks:
        var distance = (chunk_pos - player_chunk).length()
        if distance > render_distance + 2:
            chunks_to_unload.append(chunk_pos)

    # Load/unload chunks
    for pos in chunks_to_load:
        load_chunk(pos)
    for pos in chunks_to_unload:
        unload_chunk(pos)

Godot 4.x Improvements

Moving from Godot 3.x to 4.x brought significant improvements for voxel systems:

Procedural Generation

Most voxel worlds use noise functions for terrain generation. Godot's FastNoiseLite is perfect for this:

var noise = FastNoiseLite.new()

func _ready():
    noise.noise_type = FastNoiseLite.TYPE_PERLIN
    noise.frequency = 0.02
    noise.fractal_octaves = 4

func generate_chunk_data(chunk_pos: Vector3i):
    for x in CHUNK_SIZE:
        for z in CHUNK_SIZE:
            var world_x = chunk_pos.x * CHUNK_SIZE + x
            var world_z = chunk_pos.z * CHUNK_SIZE + z

            # Generate height using noise
            var height = noise.get_noise_2d(world_x, world_z) * 20 + 40

            # Fill voxels up to height
            for y in CHUNK_SIZE:
                var world_y = chunk_pos.y * CHUNK_SIZE + y
                if world_y < height:
                    var voxel_type = get_voxel_type(world_y, height)
                    set_voxel(x, y, z, voxel_type)

Lessons Learned

After building several voxel systems, here are my key takeaways:

  1. Start simple: Get basic chunk rendering working before optimizing
  2. Profile everything: Your intuition about performance bottlenecks is probably wrong
  3. Use threads wisely: Mesh generation is perfect for threading, but be careful with Godot's scene tree
  4. Cache aggressively: Regenerating meshes is expensive, avoid it when possible
  5. LOD is your friend: Use lower resolution meshes for distant chunks

Next Steps

Once you have basic voxel rendering working, there are endless directions to explore:

Voxel systems are a rabbit hole of optimization and creativity. Whether you're building a Minecraft clone or incorporating voxel destruction into a hybrid game, understanding these fundamentals will serve you well.

Resources: Check out the Voxel Tools addon for Godot if you want a production-ready solution. For learning, I recommend building your own system firstโ€”you'll understand the tradeoffs much better.
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