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Horror Survival Game Project

An asset by boqsc0
The page banner background of a mountain and forest
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boqsc0
Horror Survival Game Project

Horror Survival Game Project (HSG) (0.0.0.0)First Person Sandbox Hybrid Voxel Survival Game Project.Technology: Marching Cubes, Greedy Meshing, GDExtension.Languages: GLSL Shader, GDScript, C++Support: Windows 10, 11. (Vulkan, Directx 12)Minimum requirement: ⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)⠀Storage: Up to 1GB available spaceAuthor: BoQscCheck the credits.txt file for license of each asset.Project and code is under CC0 license.To have a smoother playing: Press Play Button from the Godot Project List instead of running from the opened project. I have feeling that Godot Editor tries to add unnecessary things to the runtime that might be producing performance spikes.When you run from the Godot Editor (F6), it attaches the Debugger, Remote Scene Tree, and Profiler. This significantly slows down multithreaded generation.Updating project: a simple HSG asset re-download and reinstall should be enough.Versions of project redistribution.________________With .godot folder________________________________Project with precompiled shaders ready to play (No reimport)https://github.com/BoQsc/gpu-marching-cubes/releases/tag/latest________________No .godot folder__________________________________Project source code without precompiled shaders. (Needs reimport)After download of this project you have to trigger the assets import to start playing, this is done by first-time opening/editing project. https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip ____________________________________________________________________HSG is a Zombie Sandbox Survival game in a low poly style.Procedural volumetric terrain.The game features volumetric terrain instead of heightmaps. If you have a 3D grid of density values (voxels)—where some points are "solid" and some are "empty"—marching cubes is the algorithm that "marches" through that grid and generates the actual polygonal mesh (triangles) that your GPU can render. Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, ZombieIf you want to help any way with the project please create an issueon GitHub or do a post in the GitHub Discussions. We need all the help to keep this project alive, from ideas, writers to arts, animations, code and even suggestions for the game name are welcomed, thank you for reading this. Even a simple star ⭐ on GitHub will positively contribute towards the future of this project.

Supported Engine Version
4.6
Version String
0.0.0.0
License Version
CC0
Support Level
community
Modified Date
1 day ago
Git URL
Issue URL

Save Manager Documentation

The save_manager.gd autoload singleton handles all game state persistence.

Quick Reference

Action Key
Quick Save F5
Quick Load F8
Auto-save On game exit

Save File Location

%APPDATA%/Godot/app_userdata/GPUMarchingCubes/saves/
  • quicksave.json - F5 quick save
  • autosave.json - Auto-save on exit

What Gets Saved

Data Source Description
Player character_body_3d.gd Position, rotation, fly mode
Terrain chunk_manager.gd All digs, fills, material edits
Buildings building_manager.gd Voxel blocks + placed objects
Vegetation vegetation_manager.gd Chopped trees, removed/placed grass & rocks
Roads road_manager.gd Player-placed road segments
Prefabs prefab_spawner.gd Which prefabs have been spawned
Entities entity_manager.gd Entity positions and types
Doors interactive_door.gd Open/closed state

Save File Format (JSON)

{
  "version": 1,
  "timestamp": "2024-12-16T22:00:00",
  "game_seed": 12345,
  "player": { "position": [x,y,z], "rotation": [x,y,z], "is_flying": false },
  "terrain_modifications": { "0,0,0": [...modifications...] },
  "buildings": { "0,0,0": { "voxels": "base64...", "objects": [...] } },
  "vegetation": { "chopped_trees": [...], "removed_grass": [...] },
  "roads": { "segments": [...] },
  "prefabs": { "spawned_positions": [...] },
  "entities": { "entities": [...] },
  "doors": { "doors": [{ "position": [x,y,z], "is_open": true }] }
}

API

# Quick save/load
SaveManager.quick_save()
SaveManager.quick_load()

# Manual save/load
SaveManager.save_game("user://saves/mysave.json")
SaveManager.load_game("user://saves/mysave.json")

# List available saves
var saves = SaveManager.get_save_files()

# Signals
SaveManager.save_completed.connect(func(success, path): ...)
SaveManager.load_completed.connect(func(success, path): ...)

Adding New Saveable Data

  1. Add a manager reference in _find_managers()
  2. Add a _get_*_data() function to serialize
  3. Add the data to save_data dict in save_game()
  4. Add a _load_*_data() function to deserialize
  5. Call the loader in load_game()

Or implement get_save_data() and load_save_data() in your manager and call those.

Horror Survival Game Project (HSG) (0.0.0.0)
First Person Sandbox Hybrid Voxel Survival Game Project.
Technology: Marching Cubes, Greedy Meshing, GDExtension.
Languages: GLSL Shader, GDScript, C++
Support: Windows 10, 11. (Vulkan, Directx 12)
Minimum requirement:
⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)
⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)
⠀Storage: Up to 1GB available space

Author: BoQsc
Check the credits.txt file for license of each asset.
Project and code is under CC0 license.

To have a smoother playing: Press Play Button from the Godot
Project List instead of running from the opened project.

I have feeling that Godot Editor tries to add unnecessary things to
the runtime that might be producing performance spikes.
When you run from the Godot Editor (F6), it attaches the
Debugger, Remote Scene Tree, and Profiler. This significantly slows
down multithreaded generation.

Updating project: a simple HSG asset re-download and reinstall should be enough.

Versions of project redistribution.

________________With .godot folder________________________________
Project with precompiled shaders ready to play (No reimport)
https://github.com/BoQsc/gpu-marching-cubes/releases/tag/latest

________________No .godot folder__________________________________
Project source code without precompiled shaders. (Needs reimport)
After download of this project you have to trigger the assets
import to start playing, this is done by first-time opening/editing project.
https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip
____________________________________________________________________


HSG is a Zombie Sandbox Survival game in a low poly style.

Procedural volumetric terrain.
The game features volumetric terrain instead of heightmaps.
If you have a 3D grid of density values (voxels)—where some
points are "solid" and some are "empty"—marching cubes is the
algorithm that "marches" through that grid and generates the
actual polygonal mesh (triangles) that your GPU can render.

Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, Zombie

If you want to help any way with the project please create an issue
on GitHub or do a post in the GitHub Discussions. We need all the
help to keep this project alive, from ideas, writers to arts,
animations, code and even suggestions for the game name are
welcomed, thank you for reading this. Even a simple star ⭐ on
GitHub will positively contribute towards the future of this project.

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Quick Information

0 ratings
Horror Survival Game Project icon image
boqsc0
Horror Survival Game Project

Horror Survival Game Project (HSG) (0.0.0.0)First Person Sandbox Hybrid Voxel Survival Game Project.Technology: Marching Cubes, Greedy Meshing, GDExtension.Languages: GLSL Shader, GDScript, C++Support: Windows 10, 11. (Vulkan, Directx 12)Minimum requirement: ⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)⠀Storage: Up to 1GB available spaceAuthor: BoQscCheck the credits.txt file for license of each asset.Project and code is under CC0 license.To have a smoother playing: Press Play Button from the Godot Project List instead of running from the opened project. I have feeling that Godot Editor tries to add unnecessary things to the runtime that might be producing performance spikes.When you run from the Godot Editor (F6), it attaches the Debugger, Remote Scene Tree, and Profiler. This significantly slows down multithreaded generation.Updating project: a simple HSG asset re-download and reinstall should be enough.Versions of project redistribution.________________With .godot folder________________________________Project with precompiled shaders ready to play (No reimport)https://github.com/BoQsc/gpu-marching-cubes/releases/tag/latest________________No .godot folder__________________________________Project source code without precompiled shaders. (Needs reimport)After download of this project you have to trigger the assets import to start playing, this is done by first-time opening/editing project. https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip ____________________________________________________________________HSG is a Zombie Sandbox Survival game in a low poly style.Procedural volumetric terrain.The game features volumetric terrain instead of heightmaps. If you have a 3D grid of density values (voxels)—where some points are "solid" and some are "empty"—marching cubes is the algorithm that "marches" through that grid and generates the actual polygonal mesh (triangles) that your GPU can render. Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, ZombieIf you want to help any way with the project please create an issueon GitHub or do a post in the GitHub Discussions. We need all the help to keep this project alive, from ideas, writers to arts, animations, code and even suggestions for the game name are welcomed, thank you for reading this. Even a simple star ⭐ on GitHub will positively contribute towards the future of this project.

Supported Engine Version
4.6
Version String
0.0.0.0
License Version
CC0
Support Level
community
Modified Date
1 day ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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