Hi everyone,
I’m making a real-time vector graphics library for Godot (free non-commercial version available):



I’m personally working on a game that was rendered exclusively with 2D/3D primitives, and I always had this problem with engines, Godot and Unity alike, that for some reason these functionality weren’t built-in. Personally I would love to have something that allows me to “just draw a [insert shape] here.”
So I made it myself, and here are some rundown on the features:
- Abundance of 2D/3D geometry primitives. If it’s not in here, just tell me the name I’ll add it in!
- Capability of creating rounded 3D geometry, and can cheaply create different primitives by deforming through vertex shader.
- A monolithic MoldNode3D that can draw any shape you wanted, and will be batched into the efficient renderer in runtime.
- Linear or Catmull–Rom polyline centerlines, using MoldPolyline, with GPU backend available for cheap animating.
- Polygon with arbitrary vertices color interpolation, using MoldPolygon, with GPU backend available for cheap animating.
- A nice code centric API to create geometry so you don’t need to leave your IDE or Godot to make asset, and no Node overhead is needed so it can run blazingly fast.
- Using MultiMesh on Godot for efficient rendering.
- Abundance of color blending mode for all 2D/3D geometry primitives, and supports Oklab colorspace blending.
- Automatic dithering cross fade for 3D primitives.
- Designed around retained mode, but immediate mode API is also available with editor preview support.
Anyways if these sounds useful, please do try it out! You can grab it free on itch for non-commercial projects.





