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

test.exe 91 MB
26 days ago

Get A minecraft clone (for now)

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