Français : README.fr.md
GODS is a seamless, deterministic, contemplative space explorer for PCVR (and desktop) built in Godot 4.6.2. At its heart it's pure exploration — no objectives, no menus in the way — across four continuous scales: galaxy → star system → planet (orbit) → planet surface (on foot), with a survival & crafting layer, an optional arcade combat mode, and online co-op layered on top for when you want them. Everything is generated procedurally from a seed, so the same seed always yields the same universe, and what you see from orbit is exactly what you walk on at ground level.
Put on a headset, pick a star, dive toward a planet, land on it, craft a torch, fish at the coast as the sun sets, and watch the aurora light up the night sky while your fire crackles.
- Galaxy — 400 star systems generated from a global seed, navigable as a 3D point cloud. Choose a system by seed or pick one of 16 named presets from the start menu before diving in.
- System — star + procedurally placed planets on live orbits (driven by a single simulated clock).
- Planet (orbit) — eroded planet sphere with surface relief shading, a soft day/night terminator and an atmospheric limb glow, shimmering oceans, rivers, lakes, clouds, atmosphere, moons & rings.
- Surface — streamed, chunked terrain you explore on foot, with floating-origin rebasing for precision.
- Deterministic terrain with hydraulic-style erosion, carved river beds, lakes, and waterfalls at steep drops — coherent between the orbital view and the ground.
- Procedural vegetation (L-system trees: conifer / broadleaf / palm / twisted), grass, clutter and fauna, seeded per chunk and biome.
- Biomes driven by temperature × humidity (desert, savanna, jungle, steppe, taiga, tundra, badlands…).
- Planet archetypes for variety (temperate, arid, lush, frozen, volcanic, alien).
- Craters & volcanoes baked into the shared elevation field.
- Day/night cycle & dynamic sky (volumetric clouds, sunrise/sunset, aurorae on ~40% of planets at night).
- Stars, galaxy haze & moons occluded by clouds — sky geometry fades where clouds pass in front, via a per-shader cloud transmittance march synchronized with the sky shader.
- Weather (cloud cover, rain, storms with deterministic lightning) — same place + same time → same weather.
- Moons & rings consistent across all three scales.
- Fauna — turtles, birds, and other creatures wander and react to you.
- Procedural audio — real-time synthesized ambiences, footsteps, fauna calls, UI, and weather, mixed per scale.
- Walk, jump, Iron Man free-flight (gravity-off armor), and a paraglider for soaring.
- Comfort vignette that tightens with speed (anti-nausea), snap or smooth turning, all tunable.
- Worldspace Options panel in VR (no need to remove the headset) + a flat desktop overlay — same settings.
- Wrist computer in VR (look at your left wrist): scale, coordinates, time controls, weather, inventory, crafting, building, fishing and nearby points of interest.
All crafting, building and fishing is fully optional — the contemplative explorer is intact if you ignore it.
- Harvest: pick fruits, fell any tree (axe swing) — wild, the ones you planted (once grown), and the giant landmark trees — mine rocks (pickaxe swing) for stone, iron, copper, gold and gem crystals.
- Smelt ore into ingots in the Foundry tab of the wrist computer.
- Craft — 36 data-driven recipes across 6 categories:
- Build — planks, stone walls, thatch roofs, iron pillars, copper doors, golden lanterns.
- Furniture & Decor — 12 dedicated 3D meshes (table, chair, shelf, chest, barrel, bed, column, statue, fence, ladder, stairs, window) built procedurally.
- Blocks — wood, stone, leaf, iron cubic blocks.
- Food — cooked meals from harvested ingredients.
- Fishing — fishing rod (4 wood).
- Build: place pieces with a ghost preview, snap to terrain, and stack them to construct shelters and towers.
- Edit constructions: aim at any placed piece to delete it (resource refunded) or pick it up and move it — non-destructive editing.
- Minecraft-style cubic blocks (1 m³): grid-snapped placement, face-stacking.
- Plant seeds: decompose a fruit into a seed, plant it in soil, and a new tree grows over time.
- Craft a fishing rod (4 wood, Fishing tab in the wrist computer).
- Equip it from the Sac inventory with one tap — the rod appears in your right hand; harvest tool and weapons holster automatically.
- Head to the coast — find a spot where deep enough water meets the shore.
- Cast with the trigger: the line arcs out and the bobber lands. Wait for the bite…
- Yank the trigger on the bite for a catch: 5 varieties (small / medium / large / rare fish, or a kelp trinket), each with heal-on-eat values. Controller haptic feedback on bite and catch.
- Fish heal you when eaten from the Sac inventory.
The Sac tab now shows items grouped by category with per-item contextual actions:
- Eat — food & fish items restore health.
- Decompose — fruit → seed ready to plant.
- Plant — place a seed in the ground directly.
- Place — drop a furniture piece into the world.
- Equip — gear items (fishing rod) go straight into your hand.
A procedural torch is always attached to your left hand. Toggle it with Y (left) in VR (or L on desktop) for an instant light source at night — independent of any crafting requirement.
- Directional shadow cascades (2 splits, 120 m range, blended) — every tree, rock, creature and built structure casts a crisp shadow on the terrain.
- Aerial perspective — distant terrain softens into the atmospheric haze, matching the orbital view.
- Dithered debanding — eliminates the subtle gradient bands that appear on headset OLED/LCD panels in dawn/dusk skies.
- Anisotropic filtering 16× — textures stay sharp at grazing angles on terrain and structures.
- OpenXR (Virtual Desktop / SteamVR / native) with controllers or hand tracking.
- bHaptics TactSuit X40 vest support (graceful no-op if absent).
- Desktop fallback — runs without any headset.
- Holstered by default — equip a weapon from the wrist computer and an arcade encounter begins; holster it and the contemplative explorer is exactly as before.
- 3 weapons — revolver (hitscan), plasma rifle (traveling bolts + a real optical VR scope you look through), grenade launcher (ballistic AoE) — each with its own recoil, sound and sight.
- Enemy drone waves that weave in front of you, telegraph their shots, and drop upgrade loot (heal / damage× / fire-rate× / overshield).
- bHaptics X40 combat feedback (chest recoil, directional damage, kill/heal/shield cues).
- Online co-op — host or join by IP (P2P direct, ENet). Same seed → same universe, so you share the planet, see each other's avatars (head + hands), and fight the drone waves & share loot together. Strictly opt-in; solo play is untouched.
- OS: Windows 10/11 (x86-64), Direct3D 12.
- GPU: a capable PCVR GPU (developed/tuned on an RTX 3090).
- VR (optional): any OpenXR runtime — Virtual Desktop (VirtualDesktopXR), SteamVR, or a native runtime — plus a connected headset. Without one, the game starts on the desktop automatically.
- Haptics (optional): the bHaptics Player running locally for TactSuit X40.
- Download
GODS.exefrom the latest Release. - Double-click it. It's a single self-contained executable — no installer, no dependencies to set up.
- For VR: make sure your OpenXR runtime is active (e.g. start Virtual Desktop streaming before launching, or within ~20 s of launch — the game auto-switches to VR when the headset is detected). Otherwise it runs on the desktop.
That's it.
| Input | Action |
|---|---|
| WASD / ZQSD | Move |
| Mouse | Look |
| Space | Jump |
| F | Toggle Iron Man flight (Space = up, C = down, Shift = boost) |
| E | Deploy / fold paraglider (while airborne) |
| L | Toggle left-hand torch |
| Left-click / Enter | Select / descend one scale (land on a planet, etc.) |
| Escape | Ascend one scale / cancel placement |
| Tab | Open/close the Options menu |
| Left-click (while placing) | Place a piece / block |
| X (aimed at a placed piece) | Delete it (resource refunded) |
| G (aimed at a placed piece) | Pick it up and move it |
| Input | Action |
|---|---|
| Left stick | Walk |
| Right stick ← → | Turn (snap or smooth) |
| A (right) | Jump |
| B (right) | Toggle Iron Man flight |
| X (left) | Deploy / fold paraglider (while airborne) |
| Y (left) | Toggle left-hand torch |
| ☰ menu (left) | Open/close the worldspace Options panel |
| Right controller aim + trigger (or index finger) | Interact with panels / the wrist computer |
| Look at your left wrist | Wrist computer (inventory, crafting, fishing, building…) |
| Trigger (while placing) | Place a piece / block |
| Trigger (rod equipped, at water's edge) | Cast / yank fishing line |
| Grip (short press) (aimed at a piece) | Delete it (resource refunded) |
| Grip (hold ~0.5 s) (aimed at a piece) | Pick it up and move it |
| Input | Action |
|---|---|
| Aim + trigger | Select / descend one scale |
| B (right) | Ascend one scale |
| Grip | Grab to rotate/move the holographic view |
| Right stick (up/down) | Zoom |
| Tab | Contents |
|---|---|
| Sonde | Planet probe — biome, altitude, time |
| Temps | Time controls (pause / fast-forward / real-time) |
| Sac | Inventory — items by category with contextual actions (eat / decompose / plant / place / equip) |
| Bâtir | Foundry · Crafting (36 recipes) · Blocks · Gardening · Fishing gear |
| Coop | Co-op (host / join / quit) |
Play with a friend — opt-in, peer-to-peer by IP (LAN, or port-forward 7711 for internet). Worlds are deterministic, so only players, drones and loot travel the network.
- Desktop: press F2 for the co-op panel → Host, or type the host's IP and Join.
- VR: use the COOP row on the wrist computer — Host / Join / Quit (the host IP is set once on the desktop and remembered).
The host flies down to a planet; the joiner lands on the same spot and you explore — and fight the drone waves — together.
This is a standard Godot project.
- Install Godot 4.6.2 (stable) — the Forward+ renderer, D3D12 on Windows.
- Open the project (
project.godot) once in the editor so it imports resources. - Run:
- Desktop test:
godot --path . --xr-mode off - VR: just
godot --path .(OpenXR auto-initializes if a headset is present).
- Desktop test:
- Export a Windows executable (single self-contained file):
(Requires the Windows export templates for 4.6.2 to be installed.)
godot --headless --path . --export-release "Windows Desktop" build/GODS.exe
- Compile all scripts:
godot --headless --path . --editor --quit - Integrated boot:
godot --headless --path . --quit-after 200
- Single shared sampling hot path (
PlanetGenerator.sample_elevation/sample_biome_*) guarantees orbit ↔ surface ↔ vegetation coherence. - Off-thread chunk generation (
WorkerThreadPool) — pure, deterministic, with budgeted main-thread insertion and node pooling. - Seam-free terrain via halo-based analytic normals; geomorphing LOD to kill popping.
- Floating-origin rebasing for kilometer-scale precision on foot.
- Curved sea-level formula (
sea_y - r²/2R) shared between the water shader vertex stage, the swim check, and the submersion depth — eliminating false "underwater" triggers on dry curved terrain. - Cloud occlusion for sky geometry — a shared
cloud_occlusion.gdshaderincinclude replicates the cloud field in every dome shader (stars, galaxy, moons) via global shader uniforms pushed each frame; Forward+ sky-pass geometry cannot depth-clip, so the occlusion is computed analytically on the GPU. - Data-driven craft catalog (
CraftLibrary, 36 recipes) dispatched by the wrist computer with per-category filtering and resource cost display. - Hydrology (flow map + erosion) baked off-thread on first planet visit; rivers/lakes/waterfalls rendered from it.
- Worldspace UI (wrist computer & options panel) rendered to
SubViewports on quads, driven by ray/finger input re-injected as synthetic mouse events. - From-scratch DSP audio feeding
AudioStreamGenerators (oscillators, biquads, envelopes, noise). - Deterministic crafting & building: every placed object, mined rock and grown tree is reproducible from the same seed + player actions, with resource accounting and refund on removal.
scripts/ GDScript (generators, views, player, XR, audio/, …)
shaders/ .gdshader / .gdshaderinc (terrain, water, sky, clouds, atmosphere, vignette, waterfall, …)
scenes/ Main.tscn, WristComputer.tscn, …
addons/ third-party addons (if any)
project.godot engine config (autoloads, OpenXR, Jolt, D3D12)
Comments are in French; identifiers are in English.
Created by Oli97430. Built with Godot Engine 4.6.2.
License: MIT for this project's own code & assets. Bundled add-ons under addons/ keep their own licenses (sky_3d: MIT; Godot OpenXR Vendors: Apache-2.0).
🤖 Generated with Claude Code