Godot Version
4.2.1
Question
My goal is to develop a voxel GDExtension that can handle large voxel engines efficiently similar to Minecraft or Vintage Story. I think the best way to do that is to use voxel swept AABB for collision detection, instead of relying on static bodies like Zylann’s voxel extension does. However, I need to access the move and slide function for this, and I don’t know how to do that with GDExtension. I looked into the godot::PhysicsServer3d class and its related files, but I couldn’t find anything useful. Is there a way to access move and slide with GDExtension? Or would I have to fork the Godot engine itself?
I should clarify, I already know how to implement these things (chunks, generation, collision, etc)- or at least the baseline on how to implement a rudimentary voxel engine. I just want to port my implementation to Godot using GDExtension and collision has stumped me.