Complete Minecraft Clone Tutorial in Godot

Author: JJustis | Published: 2025-08-17 03:33:19
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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.

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
  • 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
    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

    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
    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)

    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)
    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()

    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()
    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 {}

    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)
  • 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.

    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

    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)

    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]
    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)

    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
  • 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!