How to make dynaimically destructible and scalable voxel models

Godot Version

4.4

Question

Hello, I am currently trying to make an FPS game with destructible walls(similar to r6 siege). I was using CSG boxes, which worked but I know are extremely inefficient+all broke when upgrading from 4.3 to 4.4. I have been advised to look into voxels, however I cannot for the life of me find any tutorials on anything like this. I am currently have the zylaan’s voxeltools plugin(I’m not sure if it works on 4.4 yet), but I cannot find out how to use models or just generate the voxels in a particular shape. I shouldn’t need anything more complicated than a box.

I also would greatly prefer if there was a way to smooth the voxels(like the smooth terrain in zylann’s plugin, just with models. My game is not really voxel styled and I want it to atleast somewhat fit with the style.

I have tried using gridmaps. however those look very bad and also have caused a couple performance issues.

any advice?

Here’s a GDC talk from the developers of Rainbow Six: Siege. For reference they used custom CSG-style systems that is not exactly present in Godot. You have a hard road ahead of you, maybe your best bet is optimizing your CSG usage.

Thanks a lot for your advice. I will look into that tomorrow when I have a chance