Godot city game (3D)
A complete toolkit for procedurally generated 3D city games in Godot 4: scaffold
a new one in a minute, stand an existing one up on any machine, and ship it to a
browser or a cloud GPU.
Everything here assumes Godot 4.x. Godot 3 differs enough in GDScript,
rendering and node API that this guidance does not transfer.
Start here — pick the situation
| Situation | Do this |
|---|
| Empty directory, want a city game | Bootstrap |
| Existing repo, new machine / fresh clone | Set up an existing project |
| Something is broken | references/troubleshooting.md — symptom-to-cause, read it before debugging from scratch |
| Changing how the city looks or is built | references/city-generation.md |
| Adding gameplay, worried about structure | references/architecture.md |
| Models, Blender, characters, animations | references/assets.md |
| Driving the city from real map data | references/real-map-data.md |
| Getting other people playing it | references/deploy.md |
| Install details, CI, version pinning | references/setup.md |
Read the reference file rather than reconstructing its content — each one exists
because the details in it are the kind that cost hours when guessed.
Bootstrap a new project
python3 scripts/bootstrap_project.py ~/code/my-city --name "My City"
Produces a project that runs immediately: a hilly ~60-block city with batched,
window-shaded buildings, box collision, a walkable first-person player, and a
workspace/ carrying its own copies of every install/run/check/export/cloud
script. Then:
bash ~/code/my-city/workspace/install_godot.sh --templates
time bash ~/code/my-city/workspace/check_project.sh # headless, proves it builds
bash ~/code/my-city/workspace/run.sh # play it
The scaffold is deliberately a working small city rather than an empty
skeleton, because its value is the architecture it demonstrates — config as
data, one height function, MultiMesh batching, box collision, nothing generated
saved into the scene — and an empty skeleton demonstrates none of it.
Copying the scripts into the new repo (rather than referencing this skill) is
what makes the result portable: the repo can then stand itself up on another
laptop, a CI runner or a cloud VM with nothing else installed.
Set up an existing project
bash workspace/install_godot.sh --templates # or scripts/install_godot.sh
time bash workspace/check_project.sh
bash workspace/run.sh
Three things make this work identically everywhere, and they are worth
preserving in any project touched:
- Nothing hardcodes a path.
lib.sh finds the Godot binary by searching
($GODOT_BIN, PATH, ~/.local/bin, the macOS bundle, /opt/godot) and
finds the project by walking up from the working directory looking for
project.godot. Override with environment variables, never by editing
scripts.
--templates matters. Export templates are a separate download that Godot
normally fetches through an editor dialog — which does not exist on a headless
VM. Skipping this is the single most common reason a cloud or web export fails
later, and the error message blames the preset instead.
check_project.sh is the real gate. Godot exits 0 even when GDScript
throws at runtime, so exit codes prove nothing. The script boots each scene
headless and fails on SCRIPT ERROR / Parse Error in the log. Run it before
believing anything works, and use it as the CI check.
The scripts
All under scripts/, all safe to copy into a project's workspace/.
| Script | Does |
|---|
install_godot.sh [--templates] | Godot 4 on macOS/Linux, PATH shim, quarantine fix, export templates |
check_project.sh [scenes…] | headless import + boot each scene, fail on script/shader errors |
run.sh [--editor] | play, or open the editor |
import_assets.sh | reimport .glb/textures without the GUI |
build_assets.sh [names…] | run the Blender gen_*.py generators |
ensure_export_presets.py | write the Web/Linux/macOS/Windows presets the editor would otherwise have to create |
export_web.sh [--no-serve] | WebAssembly export + a server that sends COOP/COEP |
serve_web.py | that server, standalone |
bootstrap_project.py | scaffold a new project |
cloud/provision_gcp.sh | GPU VM + firewall + driver/Docker/Selkies setup |
cloud/deploy_game.sh | Linux export, upload, restart the stream |
cloud/stop.sh [--status] | stop billing (DELETE=1 to remove the disk too) |
Every one accepts GODOT_BIN, GODOT_PROJECT and GODOT_VERSION from the
environment.
How a city generator is put together
Full detail in references/city-generation.md. The shape:
city_config_<name>.gd DATA block sizes, districts, weighted building tables, hills, seed
↓ spec()
city_generator.gd LOGIC loops blocks, places buildings, batches, collides
↓ uses
terrain.gd one height function + the ground mesh derived from it
typology.gd building kind → shape ranges
facade.gdshader storeys and windows drawn procedurally on plain boxes
↓ emits
PlayerSpawn, EnemySpawns ← the entire contract the rest of the game needs
Five properties carry the whole design. Preserve them; each one is expensive to
retrofit and cheap to keep:
- The generator knows nothing about any specific city. A second city is a
new data file, not a fork. If adding one required touching the generator,
something city-specific has leaked in.
- One height function. Ground mesh, its collider, every foundation, every
spawn point and every navmesh polygon call
terrain.height_at(). Two systems
computing ground independently will drift, and drift is what floats
buildings above hills and drops players through slopes. It also means
swapping analytic hills for a real heightmap is a one-function change.
- MultiMesh per typology. ~2,000 buildings cost a handful of draw calls
instead of 2,000. Set
use_colors/use_custom_data before instance_count
— Godot allocates the buffer at that point and silently discards writes to
flags enabled afterwards.
- Box collision, never trimesh, for anything repeated. Use
create_shape_owner / shape_owner_add_shape on one StaticBody3D so there
is not even a node per building.
- Generated nodes get no
owner. Only owned nodes are written into the
.tscn, so the scene file stays a few lines, diffs cleanly, and cannot
silently disagree with the generator. Tag them with metadata so a rebuild
clears exactly what it made.
Determinism is the sixth: seed the RNG from the config so the same seed rebuilds
the identical city. Without it you cannot reproduce a bug or judge a change.
The facade trick worth knowing
Plain boxes read as programmer art; windows make them buildings. Lay the window
grid out in metres, derived from each instance's real dimensions passed in
INSTANCE_CUSTOM, not in UV space. A 12 m house and a 160 m tower then get
windows the same physical size instead of the same count stretched to fit —
which is the most obvious tell of a procedural city. Suppress windows on
top/bottom faces and across the ground-floor band, and light them at night from
a hash of (bay, storey, seed) so they do not flicker.
Architecture rules for the rest of the game
Detail in references/architecture.md. In brief:
- Signals go up, calls go down. The player emits
health_changed; the game
manager hears it and tells the HUD. The player never touches the HUD.
- The HUD holds no state. Delete it and the game still runs correctly.
- Levels hold no logic — geometry plus
Marker3D spawn points. This is what
lets a generated city be a drop-in replacement for a hand-built level.
- Contracts stay tiny and duck-typed. "Anything damageable implements
take_damage(amount, point)" is the whole interface.
- Everything tunable is
@export. A value you must edit source and relaunch
to change is a value nobody will ever tune — and movement feel in particular
cannot be judged in the abstract.
- Physics layers by name: 1
world, 2 player, 3 enemy. Static geometry
is layer 1, mask 0 — it moves against nothing, and a default mask makes the
physics server test it against everything for free.
- Register input actions in code (an autoload), so bindings are diffable,
survive merges, and work on a fresh clone before anyone opens the editor.
Performance, in the order that actually pays: batch into MultiMesh → box
colliders → visibility_range_end → directional_shadow_max_distance → cap the
framerate → only then render scale and renderer choice.
Assets
Detail in references/assets.md. Generate models from headless Blender
(blender --background --factory-startup --python gen_x.py) rather than
hand-modelling: the source is diffable Python in git, assets are parametric, and
conventions (metre scale, floor origin, -Y forward, a fixed palette) are
enforced by a shared kit.py rather than remembered.
Two things bite everyone:
- Only glTF's PBR factors survive export — base colour, metallic, roughness,
normal, occlusion, emission. Blender procedural node graphs, noise textures
and geometry-node shading are silently dropped. Bake to a texture first.
- Emissive materials glow but do not illuminate. Pair every emissive mesh
with a real light node.
Rigged humanoids are the exception: download them, do not generate them. Use one
pack for bodies and one for animations that share a rig (Quaternius's
Universal Base Characters + Universal Animation Library, both CC0) — mixing
sources means bone-mapping every clip by hand. Base packs often ship zero clips,
so animations get borrowed at runtime; the load-bearing step is rewriting each
track's node path to address the target skeleton, because a mismatch produces a
silent T-pose with no error.
Real map data
Detail in references/real-map-data.md. Driving the city from OpenStreetMap
replaces the source of the block list, not the renderer — everything
downstream is unchanged, which is the payoff for keeping config separate from
generator.
The one decision that must be right first: project lat/lon onto a local
East-North tangent plane in metres with a frozen origin, mapped as
x = east, z = -north, y = elevation. Not UTM, not Web Mercator — Mercator
is wrong by the secant of the latitude (~27% at San Francisco), which is the
classic way a bake ends up subtly stretched. Bake offline to files; never call a
map API at runtime.
The acceptance test for the whole front half of the pipeline is one top-down SVG
of the projected data. It either looks like the city or it does not, and it
catches axis flips and unit errors that are nearly invisible once the data is
inside the engine.
Shipping it
Detail in references/deploy.md. Godot has no built-in pixel streaming; its
WebRTC support is for multiplayer networking, which is a common and expensive
confusion. Two real paths:
Web export — the default. Runs on the player's machine: ~$0, zero latency,
unlimited concurrent players.
bash scripts/export_web.sh
Three things must all be true: export templates installed, a preset named
exactly Web (ensure_export_presets.py writes it), and the Compatibility
renderer — browsers run WebGL 2 only. Override just the web platform so desktop
keeps Forward+:
renderer/rendering_method="forward_plus"
renderer/rendering_method.web="gl_compatibility"
Hosting needs Cross-Origin-Opener-Policy: same-origin and
Cross-Origin-Embedder-Policy: require-corp, or SharedArrayBuffer is
unavailable and the game silently never boots. python3 -m http.server sends
neither; serve_web.py exists solely for those two headers. GitHub Pages cannot
set them.
Cloud GPU streaming — when players genuinely cannot run the game.
bash scripts/cloud/provision_gcp.sh # L4 spot by default
bash scripts/cloud/deploy_game.sh
bash scripts/cloud/stop.sh # STOP BILLING
~$0.90/hr for an L4 plus egress (12 Mbit/s ≈ 5.4 GB/hr), realistically 3–4
concurrent players — rendering binds long before encoding does. Request the GPU
quota first: new GCP projects have a quota of zero and approval takes hours to
days.
If the actual motivation is "my laptop runs hot", neither path is the answer —
cap the framerate (run/max_fps=60 + vsync roughly halves GPU draw at no
latency cost), then cut shadow distance and building draw distance.
Working on someone's existing city project
Before changing generation code, run check_project.sh to establish that it
builds, and read the config file rather than the generator — the config is where
intent lives. When something looks wrong in-game, check
references/troubleshooting.md first; most city-generation symptoms (floating
buildings, ribbon streets, stretched windows, ignored instance colours, collapsed
framerate) have one specific cause each, and guessing at them is expensive.