godot-3dtiles is a plugin designed to integrate the Cesium 3D Tiles format into the Godot game engine. It enables developers to load and display 3D Tiles data within Godot, seamlessly incorporating rich geospatial data into games or applications.
This project was initiated as my first attempt to learn Godot engine source code and Cesium-native code. It has successfully achieved the loading of 3D Tiles from both local disk paths and HTTP server URLs. However, there are still some bugs that need to be addressed. Development on this specific project is currently paused. Battle Road, Inc. has received an official Cesium Ecosystem Grant to develop a Cesium plugin for Godot. Given their expertise and the official support for their effort, it is recommended to follow their progress. If you are an experienced C++ programmer, you can clone and develop it on your own. No more issues or support will be provided here.
To set up the development environment, you will need the following:
- CMake v3.22+ Download CMake
- A C++ Compiler with at least C++20 support (any recent compiler will work)
- (Optional) ccache for faster rebuilds Download ccache
- (Optional) clang-format for linting and automatic code formatting (CI uses clang-format version 15) Download clang-format
Clone the godot-3dtiles
project along with its submodules:
git clone --recurse-submodules https://github.com/wxzen/godot-3dtiles.git
If you forgot to use the --recurse-submodules
option, run the following command inside the project root folder:
git submodule update --init --recursive
cmake -B ./build -DCMAKE_BUILD_TYPE=Debug -DCMAKE_INSTALL_PREFIX="./demo/addons"
cmake --build ./build --parallel
cmake --install ./build
cmake -B ./build -G"Visual Studio 17 2022" -DCMAKE_BUILD_TYPE=Debug -DCMAKE_INSTALL_PREFIX="./demo/addons"
cmake --build ./build --config Debug
cmake --install ./build --config Debug
This tells CMake to use Visual Studio 2022. You can find a list of available Visual Studio generators on the CMake website and select the one that matches your version.
- Right-click on your project and select
Properties
. - Set the debugging parameters as follows:
- Command:
${YourGodotEngineExePathIncludeFileName}
- Command Arguments:
-e --path ${YourGodotProjectDirectoryPath}
- Command:
- This project is based on the GDExtension template for CMake, which provides a solid foundation for building Godot 4 GDExtensions using CMake.