Changelog
Version 0.0.2
Date: August 31, 2026 · Engine: Godot 4.7 (Mono / C#) · Language: C# (.NET 8)
New Engine
VoxelWorldEngine — Complete Rewrite
- New modular voxel engine with 0.5m subdividable cubes (sub-voxels down to 0.025m)
- Nanite-like .wobj prop system with integrated LOD grids and 6-directional FaceSets
- Direct RenderingServer rendering (RID-based) instead of MeshInstance3D nodes
- Adaptive render distance based on measured FPS
- LOD Nanite-like: automatic mesh simplification at distance with hysteresis
New World Content
New Biome: Swamp
- Marshlands with mangroves, dark water, mud, reeds, and cattails
- Total: 10 biomes (Greenlands, Plains, Forests, Jungles, Snowlands, Mountains, LavaLands, Desert, Swamp, Oceans)
7 New Tree Styles (total: 11)
- Pine, Palm, Baobab, Cactus, Fringe, Mangrove, Layered
- Each style favors different biomes and has unique trunk, canopy, and fruit placement
- Giant trees (0.5% in Forests/Jungles) serve as natural landmarks
- Natural groves: blue noise distribution with clusters and clearings
87 New Voxel Materials (61 → 148)
- Minerals, gemstones, ores, woods, leaves, terrain types, crystals, corals, liquids, decorations
- Underground ore distribution by depth (surface, mid-depth, deep, extreme)
- Biome-specific mineral distributions (LavaLands favors pumice, Deserts favors sandstone, etc.)
11 New Shaders (10 → 21)
- Lava, ice, snow, sand, stone, metal, crystal, mushroom, flower, coral, lightning
Fruits on Trees
- ~65% of trees bear fruit, 9 types including bioluminescent
- Floating animation with gentle rotation
New Atmosphere & Living World
Weather System
- 4 weather states: Clear, Cloudy, Rain, Storm
- GPU rain particles following the camera
- Procedural lightning with flash and visible bolt
- Smooth transitions between states with exponential interpolation
20 Flying Insect Types
- 12 diurnal (butterflies, bees, dragonflies, ladybugs, etc.)
- 8 nocturnal (fireflies, moths, mosquitoes, etc.)
- 6 flight behaviors: foragers, predators, erratic, swarm, walkers, followers
- Day/night cycle: diurnal insects flee at dusk, nocturnal emerge at night
8 Ambient Particle Types
- Falling leaves, autumn leaves, water bubbles, pollen, sand dust, snowflakes, lava embers, glow spores
- Activated by biome for immersive atmosphere
Natural Navigation Markers
- Moss on the north side of tree trunks (~60% of trees)
- Mushrooms on tree trunks and at the base, north side
- Heliotropic tree lean (trees tilt slightly south)
- Asymmetric snow melt (snow persists longer on north slopes)
- Wind particles indicating dominant wind direction
Extended Day/Night System
8 Lunar Phases with Procedural Craters
- New moon, waxing crescent, first quarter, waxing gibbous, full moon, waning gibbous, last quarter, waning crescent
- 29.5-day lunar cycle (real-world based)
- Procedural crater details visible on the moon surface
11 Real Constellations + Polaris
- Ursa Major, Ursa Minor, Cassiopeia, Orion, Summer Triangle, Leo, Bootes, Cygnus, Lyra, Draco, Southern Cross
- Polaris fixed at the exact celestial pole, larger and brighter
- Star colors by spectral type: O=blue, A=white, G=yellow, K=orange, M=red
Improved Fluids & Clouds
Enhanced Water
- Two superimposed sine wave ripples
- Surface foam at terrain contact (2m threshold)
- Depth-based darkening (max 50% at 15m)
- Normal perturbation for surface ripples
Volumetric Clouds
- Continuous morphing (voxel columns shift and regenerate)
- Anvil effect around mountain peaks
- Individual cloud tints (warm, cool, or neutral)
- Recycling: clouds out of range are repositioned with a new seed
Player & Interaction
Player Character
- First-person player controller with ZQSD/WASD movement, sprint (Shift), and jump (Space)
- Voxel collision system: MoveAndSlide with auto-step, ground height detection, sphere tracing for falling
- Toggle between free-look camera and player mode (P key)
Voxel Editing
- Mining: left-click with per-voxel health tracking and progressive damage
- Building: Ctrl + right-click to place blocks on targeted face
- Regeneration: R key restores voxel health
- Destruction debris: colored cubes with gravity and bouncing
Spatial Audio System
- 3D spatial audio with DDA occlusion and voxel-based absorption
- Listener synchronized with the active camera
Visual Effects
Underwater Effect
- Blue-green fog overlay when the camera is submerged
- Smooth transition between air and underwater with interpolated blend
- Dense fog and blue-tinted ambient light below the surface
Altitude Fog
- Dynamic fog density and color based on camera altitude
- Valley haze visible from mountain summits
Dynamic Colorization
- Flowers, mushrooms, bushes, and grass vary in color based on climate
- Palette LUT system for per-biome color variations
- Nocturnal light emission for bioluminescent decorations
Infrastructure
Internationalization (i18n)
- Complete localization system supporting 10 languages: English, French, German, Spanish, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Chinese
- Automatic OS language detection
- English fallback for missing translations
- Runtime language switching
Wiki & Hardware Profiling
- Multilingual wiki (10 languages) with HTML/CSS/JS
- Automatic hardware detection for adaptive performance scaling
Version 0.0.1 — Early Access
Date: August 24, 2026 · Engine: Godot 4.7 (Mono / C#) · Status: Early Access — playable prototype
Features
Movement & Camera
- Free-look camera with AZERTY controls (Z/S/Q/D + Shift sprint)
- Right-click drag for yaw/pitch rotation
- Debug overlay (F1): FPS, position, chunk statistics
- 4K screenshot capture (F12)
Terrain Interaction
- Voxel destruction: left-click or E key (25 damage/hit, 100 HP per voxel, 8m range)
- Voxel placement: middle-click or A key (Dirt only, 8m range)
- Debris particles with manual gravity, bounce, and friction
- World regeneration with random seed (R key)
World Generation
- Infinite procedural terrain via Simplex 3D noise
- 9 biomes: Greenlands, Plains, Forests, Deserts, Jungles, Snowlands, LavaLands, Oceans, Mountains
- Chunk streaming (radius 20 chunks = 160m view distance)
- Caves via 3D noise with depth-based attenuation
- Lazy surface-only generation (saves ~90% RAM)
Day/Night System
- 5-minute day/night cycle starting at 8:00 AM
- Voxelized sun (cube sphere) with glow halo and color gradient
- Voxelized moon with lunar phases
- 600 background stars + 10 real constellations with twinkle
- Dynamic sky colors (dawn, day, dusk, night)
- Shadow hysteresis to prevent flickering at sunrise/sunset
Vegetation & Decoration
- 4 procedural tree styles (Mushroom, Round, Dome, SavannahAcacia)
- 9 types of 3D floating, rotating fruits (OBJ meshes)
- Mushrooms (red, brown, blue luminescent, white)
- Flowers (red, blue, yellow, white, purple, pink)
- Bushes (berry, autumn, snow, flower, thorn)
- Tall grass, rocks, cacti
- Aquatic vegetation: seaweed, kelp, reeds, water lilies, cattails
- Nocturnal light emission for bioluminescent decorations
Weather & Atmosphere
- 16 animated voxel clouds with wind movement
- Distance fog with time-of-day density
- Underwater visual effect (blue-green fog + overlay)
- WorldEnvironment: SSAO, bloom, ACES tonemapping
Engine & Performance
- Custom voxel engine: 21 C# files, 10 shaders
- Greedy meshing for polygon reduction
- Multi-threaded generation (up to 8 concurrent tasks)
- LRU cold cache (512 compressed chunks)
- RLE + Groups 4³ chunk compression
- Object pooling (ArrayMesh, MeshData, debris, chunk nodes)
- Frustum culling with shared cache
- 3D BFS light propagation
- DDA voxel collision (no Godot physics engine)
Known Limitations
| Limitation | Details |
|---|---|
| No enemies / AI | No enemies, no animals, no NPCs |
| No inventory | No item pickup, no inventory, no crafting |
| No save system | World regenerated on each launch |
| No multiplayer | Single-player only |
| No menus | No main menu, no pause menu, no options |
Credits
| Component | Details |
|---|---|
| Engine | Godot 4.7 (Mono / C# .NET 8.0) |
| Assets | Voxel Mythical Pack, Voxel RPG Weapons, VoxelFruitsAndVegetables, 100 People Animated Characters, SimpleForestAnimal |
| Shaders | 21 shaders: SkyDome, SunVoxel, SunGlow, MoonVoxel, MoonPhase, VoxelTerrain, VoxelWater, VoxelCloud, VoxelLeaves, VoxelVegetation, VoxelLava, VoxelIce, VoxelSnow, VoxelSand, VoxelStone, VoxelMetal, VoxelCrystal, VoxelMushroom, VoxelFlower, VoxelCoral, LightningBolt |
| Noise | FastNoiseLite (Simplex 3D built into Godot) |