Godot Voxel Engine
Async, breadth-first chunk streaming in a from-scratch voxel engine.
A voxel engine in Godot built around my own chunk streaming: chunks are generated and meshed on worker threads in breadth-first order outward from the camera, so the nearest terrain always arrives first.
What I built
- BFS over the chunk grid from the player's chunk; generation and meshing off the main thread.
- Per-chunk debug coloring to verify load order and seams.
- Noise terrain, then caves and a spiral shaft to stress the mesher.
