Let's optimize rendering our voxel terrain using ArrayMesh in Godot.
First, we’ll draw a single cube from scratch, then expand it to generate the entire terrain.
We’ll optimize it to only draw what’s necessary, and you’ll see how easy it is to add collision too.
I’m currently using Godot 4.4.1, but I’ll keep updating whenever a new version of Godot comes out.
During this series we will touch upon several interesting topics including procedural generation, profiling and optimizing, comparing solutions, multithreading and much more.
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All Voxel Terrain related videos: • Voxel Terrain in Godot (Devlog / Tutorials)
00:00 Intro
00:26 ArrayMesh
04:18 First Cube
06:19 Winding Order
10:27 Set Material
11:19 Debugging Tips
12:03 Draw Terrain
12:53 Skip Hidden Faces
17:20 Collision
18:11 What's next?
The code for this project can be found on GitHub: https://github.com/MakerTechDK/godot-...
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Download Godot: https://godotengine.org
ArrayMesh: https://docs.godotengine.org/en/stabl...
MeshInstance3D: https://docs.godotengine.org/en/stabl...
Array vs. Dictionary vs. Object: https://docs.godotengine.org/en/stabl...
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