Devlog #1 — Starting My Minecraft Clone in Godot

I'm working on a Minecraft-like game built in Godot. Right now, I’ve got some basics in place:
1. A working player controller with movement and camera.
2. A simple block resource system to define and manage different blocks.
3. An Inventory system (As a hotbar for now).
4. A Simple world using gridmaps.
I’m currently using Gridmap for world generation and block placement; however, I’ve hit a bit of a crossroad:
- Should I continue working with Gridmaps or should I start ovehauling the system with multimeshes?
Gridmaps are perfect for the prototype, but I think it lacks the performance optimization needed if I want to put this game into production.
If anyone has insights or experience with large voxel terrain in Godot, I'd love to hear your thoughts!
Next steps:
-
Decide on the rendering structure (GridMap vs MultiMesh)
If I switch to a Multimeshed sytem.
- Begin chunk-based terrain generation
-
Implement block placement/destruction
Stay tuned for more progress updates!
Files
Get A minecraft clone (for now)
A minecraft clone (for now)
a small parkour, desert based minecraft clone
Status | Prototype |
Author | pytafa |
Genre | Survival, Action, Platformer, Role Playing |
Tags | Atmospheric |
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