Complete Minecraft Clone Tutorial in Godot
Build Your Own Voxel World
Creating a Minecraft-style game in Godot is an excellent way to learn 3D game development, procedural generation, and advanced programming concepts. This tutorial will guide you through building a fully functional voxel-based world with block placement, terrain generation, and player interaction.
Creating a Minecraft-style game in Godot is an excellent way to learn 3D game development, procedural generation, and advanced programming concepts. This tutorial will guide you through building a fully functional voxel-based world with block placement, terrain generation, and player interaction.
Project Setup and Prerequisites
What You'll Need
Godot 4.0 or later installed
Basic knowledge of GDScript
Understanding of 3D coordinate systems
Patience for debugging voxel algorithms
About 4-6 hours for complete implementation
Project Structure Overview
Main scene with player and world
Chunk system for infinite terrain
Block database and materials
Player controller with mining/building
Procedural terrain generation
Project Structure Overview
Step 1: Create New Project
Open Godot and create new project
Set up project name: "MinecraftClone"
Create folder structure:
scenes/ - for scene files
scripts/ - for GDScript files
materials/ - for textures and materials
models/ - for 3D models if needed
Creating the Block System
Block Types Enumeration
Create scripts/BlockType.gd:
extends RefCounted
class_name BlockType
enum Type {
AIR,
GRASS,
DIRT,
STONE,
WOOD,
LEAVES,
SAND,
WATER
}
static func is_solid(block_type: Type) -> bool:
return block_type != Type.AIR and block_type != Type.WATER
static func is_transparent(block_type: Type) -> bool:
return block_type == Type.AIR or block_type == Type.WATER
static func get_texture_id(block_type: Type) -> int:
match block_type:
Type.GRASS: return 0
Type.DIRT: return 1
Type.STONE: return 2
Type.WOOD: return 3
Type.LEAVES: return 4
Type.SAND: return 5
_: return 0
Create scripts/BlockType.gd:
extends RefCounted
class_name BlockType
enum Type {
AIR,
GRASS,
DIRT,
STONE,
WOOD,
LEAVES,
SAND,
WATER
}
static func is_solid(block_type: Type) -> bool:
return block_type != Type.AIR and block_type != Type.WATER
static func is_transparent(block_type: Type) -> bool:
return block_type == Type.AIR or block_type == Type.WATER
static func get_texture_id(block_type: Type) -> int:
match block_type:
Type.GRASS: return 0
Type.DIRT: return 1
Type.STONE: return 2
Type.WOOD: return 3
Type.LEAVES: return 4
Type.SAND: return 5
_: return 0
Chunk Data Structure
Create scripts/Chunk.gd:
extends Node3D
class_name Chunk
const CHUNK_SIZE = 16
const CHUNK_HEIGHT = 64
var chunk_position: Vector2i
var blocks: Array = []
var mesh_instance: MeshInstance3D
var collision_shape: CollisionShape3D
func _init(pos: Vector2i):
chunk_position = pos
blocks.resize(CHUNK_SIZE * CHUNK_HEIGHT * CHUNK_SIZE)
for i in blocks.size():
blocks[i] = BlockType.Type.AIR
func _ready():
mesh_instance = MeshInstance3D.new()
add_child(mesh_instance)
var static_body = StaticBody3D.new()
collision_shape = CollisionShape3D.new()
static_body.add_child(collision_shape)
add_child(static_body)
func get_block(x: int, y: int, z: int) -> BlockType.Type:
if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_HEIGHT or z < 0 or z >= CHUNK_SIZE:
return BlockType.Type.AIR
var index = x + z * CHUNK_SIZE + y * CHUNK_SIZE * CHUNK_SIZE
return blocks[index]
func set_block(x: int, y: int, z: int, block_type: BlockType.Type):
if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_HEIGHT or z < 0 or z >= CHUNK_SIZE:
return
var index = x + z * CHUNK_SIZE + y * CHUNK_SIZE * CHUNK_SIZE
blocks[index] = block_type
Create scripts/Chunk.gd:
extends Node3D
class_name Chunk
const CHUNK_SIZE = 16
const CHUNK_HEIGHT = 64
var chunk_position: Vector2i
var blocks: Array = []
var mesh_instance: MeshInstance3D
var collision_shape: CollisionShape3D
func _init(pos: Vector2i):
chunk_position = pos
blocks.resize(CHUNK_SIZE * CHUNK_HEIGHT * CHUNK_SIZE)
for i in blocks.size():
blocks[i] = BlockType.Type.AIR
func _ready():
mesh_instance = MeshInstance3D.new()
add_child(mesh_instance)
var static_body = StaticBody3D.new()
collision_shape = CollisionShape3D.new()
static_body.add_child(collision_shape)
add_child(static_body)
func get_block(x: int, y: int, z: int) -> BlockType.Type:
if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_HEIGHT or z < 0 or z >= CHUNK_SIZE:
return BlockType.Type.AIR
var index = x + z * CHUNK_SIZE + y * CHUNK_SIZE * CHUNK_SIZE
return blocks[index]
func set_block(x: int, y: int, z: int, block_type: BlockType.Type):
if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_HEIGHT or z < 0 or z >= CHUNK_SIZE:
return
var index = x + z * CHUNK_SIZE + y * CHUNK_SIZE * CHUNK_SIZE
blocks[index] = block_type
Mesh Generation System
Chunk Mesh Generation
Add to Chunk.gd:
func generate_mesh():
var vertices = []
var normals = []
var uvs = []
var indices = []
var vertex_count = 0
for x in range(CHUNK_SIZE):
for y in range(CHUNK_HEIGHT):
for z in range(CHUNK_SIZE):
var block = get_block(x, y, z)
if block == BlockType.Type.AIR:
continue
# Check each face
if should_render_face(x, y, z, Vector3i.UP):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.UP, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.DOWN):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.DOWN, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.FORWARD):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.FORWARD, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.BACK):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.BACK, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.RIGHT):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.RIGHT, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.LEFT):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.LEFT, block)
vertex_count += 4
var mesh = ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = PackedVector3Array(vertices)
arrays[Mesh.ARRAY_NORMAL] = PackedVector3Array(normals)
arrays[Mesh.ARRAY_TEX_UV] = PackedVector2Array(uvs)
arrays[Mesh.ARRAY_INDEX] = PackedInt32Array(indices)
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
mesh_instance.mesh = mesh
Add to Chunk.gd:
func generate_mesh():
var vertices = []
var normals = []
var uvs = []
var indices = []
var vertex_count = 0
for x in range(CHUNK_SIZE):
for y in range(CHUNK_HEIGHT):
for z in range(CHUNK_SIZE):
var block = get_block(x, y, z)
if block == BlockType.Type.AIR:
continue
# Check each face
if should_render_face(x, y, z, Vector3i.UP):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.UP, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.DOWN):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.DOWN, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.FORWARD):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.FORWARD, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.BACK):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.BACK, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.RIGHT):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.RIGHT, block)
vertex_count += 4
if should_render_face(x, y, z, Vector3i.LEFT):
add_face(vertices, normals, uvs, indices, vertex_count, x, y, z, Vector3i.LEFT, block)
vertex_count += 4
var mesh = ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = PackedVector3Array(vertices)
arrays[Mesh.ARRAY_NORMAL] = PackedVector3Array(normals)
arrays[Mesh.ARRAY_TEX_UV] = PackedVector2Array(uvs)
arrays[Mesh.ARRAY_INDEX] = PackedInt32Array(indices)
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
mesh_instance.mesh = mesh
Face Rendering Logic
Add to Chunk.gd:
func should_render_face(x: int, y: int, z: int, direction: Vector3i) -> bool:
var neighbor_pos = Vector3i(x, y, z) + direction
var neighbor_block = get_block(neighbor_pos.x, neighbor_pos.y, neighbor_pos.z)
return BlockType.is_transparent(neighbor_block)
func add_face(vertices: Array, normals: Array, uvs: Array, indices: Array, vertex_count: int, x: int, y: int, z: int, direction: Vector3i, block_type: BlockType.Type):
var pos = Vector3(x, y, z)
match direction:
Vector3i.UP:
vertices.append(pos + Vector3(0, 1, 0))
vertices.append(pos + Vector3(1, 1, 0))
vertices.append(pos + Vector3(1, 1, 1))
vertices.append(pos + Vector3(0, 1, 1))
Vector3i.DOWN:
vertices.append(pos + Vector3(0, 0, 1))
vertices.append(pos + Vector3(1, 0, 1))
vertices.append(pos + Vector3(1, 0, 0))
vertices.append(pos + Vector3(0, 0, 0))
Vector3i.FORWARD:
vertices.append(pos + Vector3(0, 0, 1))
vertices.append(pos + Vector3(0, 1, 1))
vertices.append(pos + Vector3(1, 1, 1))
vertices.append(pos + Vector3(1, 0, 1))
Vector3i.BACK:
vertices.append(pos + Vector3(1, 0, 0))
vertices.append(pos + Vector3(1, 1, 0))
vertices.append(pos + Vector3(0, 1, 0))
vertices.append(pos + Vector3(0, 0, 0))
Vector3i.RIGHT:
vertices.append(pos + Vector3(1, 0, 1))
vertices.append(pos + Vector3(1, 1, 1))
vertices.append(pos + Vector3(1, 1, 0))
vertices.append(pos + Vector3(1, 0, 0))
Vector3i.LEFT:
vertices.append(pos + Vector3(0, 0, 0))
vertices.append(pos + Vector3(0, 1, 0))
vertices.append(pos + Vector3(0, 1, 1))
vertices.append(pos + Vector3(0, 0, 1))
# Add normals
for i in range(4):
normals.append(Vector3(direction))
# Add UVs
uvs.append(Vector2(0, 0))
uvs.append(Vector2(1, 0))
uvs.append(Vector2(1, 1))
uvs.append(Vector2(0, 1))
# Add indices for two triangles
indices.append(vertex_count)
indices.append(vertex_count + 1)
indices.append(vertex_count + 2)
indices.append(vertex_count)
indices.append(vertex_count + 2)
indices.append(vertex_count + 3)
Add to Chunk.gd:
func should_render_face(x: int, y: int, z: int, direction: Vector3i) -> bool:
var neighbor_pos = Vector3i(x, y, z) + direction
var neighbor_block = get_block(neighbor_pos.x, neighbor_pos.y, neighbor_pos.z)
return BlockType.is_transparent(neighbor_block)
func add_face(vertices: Array, normals: Array, uvs: Array, indices: Array, vertex_count: int, x: int, y: int, z: int, direction: Vector3i, block_type: BlockType.Type):
var pos = Vector3(x, y, z)
match direction:
Vector3i.UP:
vertices.append(pos + Vector3(0, 1, 0))
vertices.append(pos + Vector3(1, 1, 0))
vertices.append(pos + Vector3(1, 1, 1))
vertices.append(pos + Vector3(0, 1, 1))
Vector3i.DOWN:
vertices.append(pos + Vector3(0, 0, 1))
vertices.append(pos + Vector3(1, 0, 1))
vertices.append(pos + Vector3(1, 0, 0))
vertices.append(pos + Vector3(0, 0, 0))
Vector3i.FORWARD:
vertices.append(pos + Vector3(0, 0, 1))
vertices.append(pos + Vector3(0, 1, 1))
vertices.append(pos + Vector3(1, 1, 1))
vertices.append(pos + Vector3(1, 0, 1))
Vector3i.BACK:
vertices.append(pos + Vector3(1, 0, 0))
vertices.append(pos + Vector3(1, 1, 0))
vertices.append(pos + Vector3(0, 1, 0))
vertices.append(pos + Vector3(0, 0, 0))
Vector3i.RIGHT:
vertices.append(pos + Vector3(1, 0, 1))
vertices.append(pos + Vector3(1, 1, 1))
vertices.append(pos + Vector3(1, 1, 0))
vertices.append(pos + Vector3(1, 0, 0))
Vector3i.LEFT:
vertices.append(pos + Vector3(0, 0, 0))
vertices.append(pos + Vector3(0, 1, 0))
vertices.append(pos + Vector3(0, 1, 1))
vertices.append(pos + Vector3(0, 0, 1))
# Add normals
for i in range(4):
normals.append(Vector3(direction))
# Add UVs
uvs.append(Vector2(0, 0))
uvs.append(Vector2(1, 0))
uvs.append(Vector2(1, 1))
uvs.append(Vector2(0, 1))
# Add indices for two triangles
indices.append(vertex_count)
indices.append(vertex_count + 1)
indices.append(vertex_count + 2)
indices.append(vertex_count)
indices.append(vertex_count + 2)
indices.append(vertex_count + 3)
World Management System
World Generator
Create scripts/World.gd:
extends Node3D
class_name World
var chunks: Dictionary = {}
var noise: FastNoiseLite
func _ready():
noise = FastNoiseLite.new()
noise.seed = randi()
noise.frequency = 0.01
noise.noise_type = FastNoiseLite.TYPE_PERLIN
# Generate initial chunks around origin
for x in range(-2, 3):
for z in range(-2, 3):
generate_chunk(Vector2i(x, z))
func generate_chunk(chunk_pos: Vector2i):
if chunks.has(chunk_pos):
return
var chunk = Chunk.new(chunk_pos)
chunks[chunk_pos] = chunk
add_child(chunk)
# Position chunk in world
chunk.position = Vector3(chunk_pos.x * Chunk.CHUNK_SIZE, 0, chunk_pos.y * Chunk.CHUNK_SIZE)
# Generate terrain
generate_terrain(chunk)
chunk.generate_mesh()
func generate_terrain(chunk: Chunk):
for x in range(Chunk.CHUNK_SIZE):
for z in range(Chunk.CHUNK_SIZE):
var world_x = chunk.chunk_position.x * Chunk.CHUNK_SIZE + x
var world_z = chunk.chunk_position.y * Chunk.CHUNK_SIZE + z
# Get height from noise
var height = int((noise.get_noise_2d(world_x, world_z) + 1.0) * 16) + 32
height = clamp(height, 0, Chunk.CHUNK_HEIGHT - 1)
# Generate terrain layers
for y in range(height + 1):
var block_type: BlockType.Type
if y == height:
block_type = BlockType.Type.GRASS
elif y > height - 4:
block_type = BlockType.Type.DIRT
else:
block_type = BlockType.Type.STONE
chunk.set_block(x, y, z, block_type)
Create scripts/World.gd:
extends Node3D
class_name World
var chunks: Dictionary = {}
var noise: FastNoiseLite
func _ready():
noise = FastNoiseLite.new()
noise.seed = randi()
noise.frequency = 0.01
noise.noise_type = FastNoiseLite.TYPE_PERLIN
# Generate initial chunks around origin
for x in range(-2, 3):
for z in range(-2, 3):
generate_chunk(Vector2i(x, z))
func generate_chunk(chunk_pos: Vector2i):
if chunks.has(chunk_pos):
return
var chunk = Chunk.new(chunk_pos)
chunks[chunk_pos] = chunk
add_child(chunk)
# Position chunk in world
chunk.position = Vector3(chunk_pos.x * Chunk.CHUNK_SIZE, 0, chunk_pos.y * Chunk.CHUNK_SIZE)
# Generate terrain
generate_terrain(chunk)
chunk.generate_mesh()
func generate_terrain(chunk: Chunk):
for x in range(Chunk.CHUNK_SIZE):
for z in range(Chunk.CHUNK_SIZE):
var world_x = chunk.chunk_position.x * Chunk.CHUNK_SIZE + x
var world_z = chunk.chunk_position.y * Chunk.CHUNK_SIZE + z
# Get height from noise
var height = int((noise.get_noise_2d(world_x, world_z) + 1.0) * 16) + 32
height = clamp(height, 0, Chunk.CHUNK_HEIGHT - 1)
# Generate terrain layers
for y in range(height + 1):
var block_type: BlockType.Type
if y == height:
block_type = BlockType.Type.GRASS
elif y > height - 4:
block_type = BlockType.Type.DIRT
else:
block_type = BlockType.Type.STONE
chunk.set_block(x, y, z, block_type)
Block Interaction System
Add to World.gd:
func get_block_at_position(world_pos: Vector3) -> BlockType.Type:
var chunk_pos = Vector2i(int(world_pos.x) / Chunk.CHUNK_SIZE, int(world_pos.z) / Chunk.CHUNK_SIZE)
if not chunks.has(chunk_pos):
return BlockType.Type.AIR
var chunk = chunks[chunk_pos]
var local_x = int(world_pos.x) % Chunk.CHUNK_SIZE
var local_z = int(world_pos.z) % Chunk.CHUNK_SIZE
if local_x < 0:
local_x += Chunk.CHUNK_SIZE
if local_z < 0:
local_z += Chunk.CHUNK_SIZE
return chunk.get_block(local_x, int(world_pos.y), local_z)
func set_block_at_position(world_pos: Vector3, block_type: BlockType.Type):
var chunk_pos = Vector2i(int(world_pos.x) / Chunk.CHUNK_SIZE, int(world_pos.z) / Chunk.CHUNK_SIZE)
if not chunks.has(chunk_pos):
return
var chunk = chunks[chunk_pos]
var local_x = int(world_pos.x) % Chunk.CHUNK_SIZE
var local_z = int(world_pos.z) % Chunk.CHUNK_SIZE
if local_x < 0:
local_x += Chunk.CHUNK_SIZE
if local_z < 0:
local_z += Chunk.CHUNK_SIZE
chunk.set_block(local_x, int(world_pos.y), local_z, block_type)
chunk.generate_mesh()
# Update neighboring chunks if block is on edge
update_neighboring_chunks(chunk_pos, local_x, int(world_pos.y), local_z)
func update_neighboring_chunks(chunk_pos: Vector2i, local_x: int, local_y: int, local_z: int):
if local_x == 0 and chunks.has(Vector2i(chunk_pos.x - 1, chunk_pos.y)):
chunks[Vector2i(chunk_pos.x - 1, chunk_pos.y)].generate_mesh()
if local_x == Chunk.CHUNK_SIZE - 1 and chunks.has(Vector2i(chunk_pos.x + 1, chunk_pos.y)):
chunks[Vector2i(chunk_pos.x + 1, chunk_pos.y)].generate_mesh()
if local_z == 0 and chunks.has(Vector2i(chunk_pos.x, chunk_pos.y - 1)):
chunks[Vector2i(chunk_pos.x, chunk_pos.y - 1)].generate_mesh()
if local_z == Chunk.CHUNK_SIZE - 1 and chunks.has(Vector2i(chunk_pos.x, chunk_pos.y + 1)):
chunks[Vector2i(chunk_pos.x, chunk_pos.y + 1)].generate_mesh()
Add to World.gd:
func get_block_at_position(world_pos: Vector3) -> BlockType.Type:
var chunk_pos = Vector2i(int(world_pos.x) / Chunk.CHUNK_SIZE, int(world_pos.z) / Chunk.CHUNK_SIZE)
if not chunks.has(chunk_pos):
return BlockType.Type.AIR
var chunk = chunks[chunk_pos]
var local_x = int(world_pos.x) % Chunk.CHUNK_SIZE
var local_z = int(world_pos.z) % Chunk.CHUNK_SIZE
if local_x < 0:
local_x += Chunk.CHUNK_SIZE
if local_z < 0:
local_z += Chunk.CHUNK_SIZE
return chunk.get_block(local_x, int(world_pos.y), local_z)
func set_block_at_position(world_pos: Vector3, block_type: BlockType.Type):
var chunk_pos = Vector2i(int(world_pos.x) / Chunk.CHUNK_SIZE, int(world_pos.z) / Chunk.CHUNK_SIZE)
if not chunks.has(chunk_pos):
return
var chunk = chunks[chunk_pos]
var local_x = int(world_pos.x) % Chunk.CHUNK_SIZE
var local_z = int(world_pos.z) % Chunk.CHUNK_SIZE
if local_x < 0:
local_x += Chunk.CHUNK_SIZE
if local_z < 0:
local_z += Chunk.CHUNK_SIZE
chunk.set_block(local_x, int(world_pos.y), local_z, block_type)
chunk.generate_mesh()
# Update neighboring chunks if block is on edge
update_neighboring_chunks(chunk_pos, local_x, int(world_pos.y), local_z)
func update_neighboring_chunks(chunk_pos: Vector2i, local_x: int, local_y: int, local_z: int):
if local_x == 0 and chunks.has(Vector2i(chunk_pos.x - 1, chunk_pos.y)):
chunks[Vector2i(chunk_pos.x - 1, chunk_pos.y)].generate_mesh()
if local_x == Chunk.CHUNK_SIZE - 1 and chunks.has(Vector2i(chunk_pos.x + 1, chunk_pos.y)):
chunks[Vector2i(chunk_pos.x + 1, chunk_pos.y)].generate_mesh()
if local_z == 0 and chunks.has(Vector2i(chunk_pos.x, chunk_pos.y - 1)):
chunks[Vector2i(chunk_pos.x, chunk_pos.y - 1)].generate_mesh()
if local_z == Chunk.CHUNK_SIZE - 1 and chunks.has(Vector2i(chunk_pos.x, chunk_pos.y + 1)):
chunks[Vector2i(chunk_pos.x, chunk_pos.y + 1)].generate_mesh()
Player Controller
First-Person Player
Create scripts/Player.gd:
extends CharacterBody3D
class_name Player
@export var speed = 5.0
@export var jump_velocity = 8.0
@export var mouse_sensitivity = 0.002
@export var reach_distance = 5.0
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var camera: Camera3D
var world: World
var selected_block_type = BlockType.Type.DIRT
func _ready():
camera = Camera3D.new()
add_child(camera)
camera.position = Vector3(0, 1.8, 0)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
world = get_parent().find_child("World")
func _input(event):
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * mouse_sensitivity)
camera.rotate_x(-event.relative.y * mouse_sensitivity)
camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)
if event.is_action_pressed("mine_block"):
mine_block()
if event.is_action_pressed("place_block"):
place_block()
if event.is_action_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta):
# Add gravity
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
# Get input direction
var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()
Create scripts/Player.gd:
extends CharacterBody3D
class_name Player
@export var speed = 5.0
@export var jump_velocity = 8.0
@export var mouse_sensitivity = 0.002
@export var reach_distance = 5.0
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var camera: Camera3D
var world: World
var selected_block_type = BlockType.Type.DIRT
func _ready():
camera = Camera3D.new()
add_child(camera)
camera.position = Vector3(0, 1.8, 0)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
world = get_parent().find_child("World")
func _input(event):
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * mouse_sensitivity)
camera.rotate_x(-event.relative.y * mouse_sensitivity)
camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)
if event.is_action_pressed("mine_block"):
mine_block()
if event.is_action_pressed("place_block"):
place_block()
if event.is_action_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta):
# Add gravity
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
# Get input direction
var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()
Block Mining and Placing
Add to Player.gd:
func mine_block():
var hit_result = raycast_to_block()
if hit_result:
var block_pos = hit_result["position"]
world.set_block_at_position(block_pos, BlockType.Type.AIR)
func place_block():
var hit_result = raycast_to_block()
if hit_result:
var place_pos = hit_result["position"] + hit_result["normal"]
# Check if player would be inside the block
var player_bounds = [
global_position,
global_position + Vector3(0, 1, 0),
global_position + Vector3(0, 2, 0)
]
var would_collide = false
for pos in player_bounds:
if Vector3i(pos) == Vector3i(place_pos):
would_collide = true
break
if not would_collide:
world.set_block_at_position(place_pos, selected_block_type)
func raycast_to_block() -> Dictionary:
var space_state = get_world_3d().direct_space_state
var from = camera.global_position
var to = from + camera.global_transform.basis.z * -reach_distance
var ray_query = PhysicsRayQueryParameters3D.create(from, to)
var result = space_state.intersect_ray(ray_query)
if result:
var hit_pos = result["position"]
var normal = result["normal"]
# Calculate block position
var block_pos = Vector3(
floor(hit_pos.x - normal.x * 0.1),
floor(hit_pos.y - normal.y * 0.1),
floor(hit_pos.z - normal.z * 0.1)
)
return {
"position": block_pos,
"normal": normal
}
return {}
Add to Player.gd:
func mine_block():
var hit_result = raycast_to_block()
if hit_result:
var block_pos = hit_result["position"]
world.set_block_at_position(block_pos, BlockType.Type.AIR)
func place_block():
var hit_result = raycast_to_block()
if hit_result:
var place_pos = hit_result["position"] + hit_result["normal"]
# Check if player would be inside the block
var player_bounds = [
global_position,
global_position + Vector3(0, 1, 0),
global_position + Vector3(0, 2, 0)
]
var would_collide = false
for pos in player_bounds:
if Vector3i(pos) == Vector3i(place_pos):
would_collide = true
break
if not would_collide:
world.set_block_at_position(place_pos, selected_block_type)
func raycast_to_block() -> Dictionary:
var space_state = get_world_3d().direct_space_state
var from = camera.global_position
var to = from + camera.global_transform.basis.z * -reach_distance
var ray_query = PhysicsRayQueryParameters3D.create(from, to)
var result = space_state.intersect_ray(ray_query)
if result:
var hit_pos = result["position"]
var normal = result["normal"]
# Calculate block position
var block_pos = Vector3(
floor(hit_pos.x - normal.x * 0.1),
floor(hit_pos.y - normal.y * 0.1),
floor(hit_pos.z - normal.z * 0.1)
)
return {
"position": block_pos,
"normal": normal
}
return {}
Setting Up Input Map
Required Input Actions
In Project → Project Settings → Input Map, add these actions:
move_forward - W key
move_back - S key
move_left - A key
move_right - D key
mine_block - Left Mouse Button
place_block - Right Mouse Button
ui_accept - Space (for jumping)
ui_cancel - Escape (for mouse toggle)
In Project → Project Settings → Input Map, add these actions:
Creating the Main Scene
Scene Structure
Create scenes/Main.tscn with this structure:
Main (Node3D)
├── World (Node3D) - attach World.gd script
├── Player (CharacterBody3D) - attach Player.gd script
│ ├── CollisionShape3D
│ │ └── Shape: CapsuleShape3D (height: 2, radius: 0.4)
├── DirectionalLight3D
│ └── Position: (0, 10, 0)
│ └── Rotation: (-45, -45, 0)
└── Environment (or set in WorldEnvironment node)
Player Positioning
Set Player initial position to (0, 50, 0) so they spawn above the terrain.
Create scenes/Main.tscn with this structure:
Player Positioning
Set Player initial position to (0, 50, 0) so they spawn above the terrain.
Basic Materials and Textures
Creating Block Materials
In materials/ folder, create basic colored materials:
Create StandardMaterial3D resources
Set different Albedo colors for each block type:
Grass: Green (#4CAF50)
Dirt: Brown (#8D6E63)
Stone: Gray (#9E9E9E)
Wood: Light brown (#A1887F)
Sand: Yellow (#FFC107)
Applying Materials to Chunks
Add to Chunk.gd _ready() function:
var material = preload("res://materials/grass_material.tres")
mesh_instance.material_override = material
In materials/ folder, create basic colored materials:
Applying Materials to Chunks
Add to Chunk.gd _ready() function:
var material = preload("res://materials/grass_material.tres")
mesh_instance.material_override = material
Performance Optimization
Chunk Loading and Unloading
Add to World.gd:
func _process(delta):
var player = get_parent().find_child("Player")
if player:
var player_chunk = Vector2i(
int(player.global_position.x) / Chunk.CHUNK_SIZE,
int(player.global_position.z) / Chunk.CHUNK_SIZE
)
# Load chunks around player
var render_distance = 3
for x in range(player_chunk.x - render_distance, player_chunk.x + render_distance + 1):
for z in range(player_chunk.y - render_distance, player_chunk.y + render_distance + 1):
var chunk_pos = Vector2i(x, z)
if not chunks.has(chunk_pos):
generate_chunk(chunk_pos)
# Unload distant chunks
var chunks_to_remove = []
for chunk_pos in chunks.keys():
var distance = chunk_pos.distance_to(player_chunk)
if distance > render_distance + 1:
chunks_to_remove.append(chunk_pos)
for chunk_pos in chunks_to_remove:
chunks[chunk_pos].queue_free()
chunks.erase(chunk_pos)
Add to World.gd:
func _process(delta):
var player = get_parent().find_child("Player")
if player:
var player_chunk = Vector2i(
int(player.global_position.x) / Chunk.CHUNK_SIZE,
int(player.global_position.z) / Chunk.CHUNK_SIZE
)
# Load chunks around player
var render_distance = 3
for x in range(player_chunk.x - render_distance, player_chunk.x + render_distance + 1):
for z in range(player_chunk.y - render_distance, player_chunk.y + render_distance + 1):
var chunk_pos = Vector2i(x, z)
if not chunks.has(chunk_pos):
generate_chunk(chunk_pos)
# Unload distant chunks
var chunks_to_remove = []
for chunk_pos in chunks.keys():
var distance = chunk_pos.distance_to(player_chunk)
if distance > render_distance + 1:
chunks_to_remove.append(chunk_pos)
for chunk_pos in chunks_to_remove:
chunks[chunk_pos].queue_free()
chunks.erase(chunk_pos)
Enhanced Features
Block Selection UI
Create scripts/UI.gd:
extends Control
var player: Player
var block_types = [
BlockType.Type.DIRT,
BlockType.Type.STONE,
BlockType.Type.GRASS,
BlockType.Type.WOOD,
BlockType.Type.SAND
]
func _ready():
player = get_parent().find_child("Player")
var hotbar = HBoxContainer.new()
add_child(hotbar)
hotbar.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
hotbar.position.y -= 60
hotbar.position.x += 20
for i in range(block_types.size()):
var button = Button.new()
button.text = str(i + 1)
button.custom_minimum_size = Vector2(50, 50)
button.pressed.connect(_on_block_selected.bind(i))
hotbar.add_child(button)
func _input(event):
for i in range(min(9, block_types.size())):
if event.is_action_pressed("select_block_" + str(i + 1)):
_on_block_selected(i)
func _on_block_selected(index: int):
if player and index < block_types.size():
player.selected_block_type = block_types[index]
Create scripts/UI.gd:
extends Control
var player: Player
var block_types = [
BlockType.Type.DIRT,
BlockType.Type.STONE,
BlockType.Type.GRASS,
BlockType.Type.WOOD,
BlockType.Type.SAND
]
func _ready():
player = get_parent().find_child("Player")
var hotbar = HBoxContainer.new()
add_child(hotbar)
hotbar.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
hotbar.position.y -= 60
hotbar.position.x += 20
for i in range(block_types.size()):
var button = Button.new()
button.text = str(i + 1)
button.custom_minimum_size = Vector2(50, 50)
button.pressed.connect(_on_block_selected.bind(i))
hotbar.add_child(button)
func _input(event):
for i in range(min(9, block_types.size())):
if event.is_action_pressed("select_block_" + str(i + 1)):
_on_block_selected(i)
func _on_block_selected(index: int):
if player and index < block_types.size():
player.selected_block_type = block_types[index]
Crosshair and HUD
Add to UI.gd _ready():
# Crosshair
var crosshair = Control.new()
add_child(crosshair)
crosshair.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
var crosshair_h = ColorRect.new()
crosshair_h.color = Color.WHITE
crosshair_h.size = Vector2(20, 2)
crosshair_h.position = Vector2(-10, -1)
crosshair.add_child(crosshair_h)
var crosshair_v = ColorRect.new()
crosshair_v.color = Color.WHITE
crosshair_v.size = Vector2(2, 20)
crosshair_v.position = Vector2(-1, -10)
crosshair.add_child(crosshair_v)
Add to UI.gd _ready():
# Crosshair
var crosshair = Control.new()
add_child(crosshair)
crosshair.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
var crosshair_h = ColorRect.new()
crosshair_h.color = Color.WHITE
crosshair_h.size = Vector2(20, 2)
crosshair_h.position = Vector2(-10, -1)
crosshair.add_child(crosshair_h)
var crosshair_v = ColorRect.new()
crosshair_v.color = Color.WHITE
crosshair_v.size = Vector2(2, 20)
crosshair_v.position = Vector2(-1, -10)
crosshair.add_child(crosshair_v)
Testing and Debugging
Running Your Game
Set Main.tscn as your main scene in Project Settings
Press F5 to run the game
Use WASD to move, mouse to look around
Left-click to mine blocks, right-click to place
Press Escape to toggle mouse capture
Use number keys 1-5 to select different block types
Common Issues and Solutions
Chunks not generating: Check noise configuration and terrain generation logic
Performance issues: Reduce render distance or optimize mesh generation
Block placement problems: Verify raycast logic and collision detection
Mesh not updating: Ensure neighboring chunks are refreshed after block changes
Player falling through world: Check collision shape setup and physics layers
Common Issues and Solutions
Next Steps and Enhancements
Advanced Features to Add
Inventory system with item collection
Crafting recipes and workbenches
Monsters and AI entities
Water physics and flowing liquids
Advanced terrain generation (caves, structures)
Multiplayer networking
Save/load world functionality
Advanced lighting and shadows
Sound effects and ambient audio
Particle effects for mining and weather
Conclusion
You now have a functional Minecraft-style voxel game in Godot! This foundation includes chunk-based world generation, block placement and mining, first-person player controls, and infinite terrain generation. The modular design makes it easy to add new features and block types.
The key concepts you've learned include 3D mesh generation, procedural terrain creation, efficient chunk management, and physics-based player interaction. These skills transfer well to other 3D game projects and provide a solid foundation for more advanced voxel-based games.
Experiment with different noise functions, add new block types, and customize the gameplay to make it your own unique voxel world experience!
The key concepts you've learned include 3D mesh generation, procedural terrain creation, efficient chunk management, and physics-based player interaction. These skills transfer well to other 3D game projects and provide a solid foundation for more advanced voxel-based games.
Experiment with different noise functions, add new block types, and customize the gameplay to make it your own unique voxel world experience!
