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GODS — A Contemplative VR Space Explorer

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.


✨ Features

Four seamless scales

  • 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.

A living world

  • 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.

Locomotion & comfort

  • 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.

Survival & crafting

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.
  • Craft36 data-driven recipes across 6 categories:
    • Build — planks, stone walls, thatch roofs, iron pillars, copper doors, golden lanterns.
    • Furniture & Decor12 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.
    • Fishingfishing 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.

Fishing

  • 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.

Enriched inventory (Sac)

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.

Left-hand torch

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.

Graphics quality

  • 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.

Hardware

  • 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.

Optional combat & online co-op (opt-in)

  • 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.

🖥️ Requirements

  • 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.

🚀 Install & Run (one-click)

  1. Download GODS.exe from the latest Release.
  2. Double-click it. It's a single self-contained executable — no installer, no dependencies to set up.
  3. 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.


🎮 Controls

Desktop

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

VR — on a planet surface

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

VR — galaxy / system / planet (orbit)

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

Wrist computer tabs

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)

👥 Co-op (optional)

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.


🔧 Build from source

This is a standard Godot project.

  1. Install Godot 4.6.2 (stable) — the Forward+ renderer, D3D12 on Windows.
  2. Open the project (project.godot) once in the editor so it imports resources.
  3. Run:
    • Desktop test: godot --path . --xr-mode off
    • VR: just godot --path . (OpenXR auto-initializes if a headset is present).
  4. Export a Windows executable (single self-contained file):
    godot --headless --path . --export-release "Windows Desktop" build/GODS.exe
    
    (Requires the Windows export templates for 4.6.2 to be installed.)

Headless validation (no headset needed)

  • Compile all scripts: godot --headless --path . --editor --quit
  • Integrated boot: godot --headless --path . --quit-after 200

🧠 Technical highlights

  • 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.gdshaderinc include 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.

📁 Project layout

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.


📜 Credits & License

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

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GODS - a contemplative VR space explorer (Godot 4.6.2): seamless, deterministic galaxy -> system -> planet -> surface, fully procedural from a seed. PCVR (OpenXR) + desktop fallback.

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