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: ~1GB (285 MB before assets import trigger)Project Author: BoQscYear: 2026Check 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.To check if this project would perform well on your hardware: you might compare to this GPU benchmark.https://gpu.userbenchmark.com/SpeedTest/325746/NVIDIA-GeForce-GTX-1060-with-Max-Q-DesignUpdating 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/download/latest/pre_imported_asset.zip________________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