Read the runtime map
Start at scenes/Main.tscn and trace how the client creates a world, player, and gameplay systems.
GDCraft is an educational Minecraft-inspired voxel game built with Godot 4.7 and C#. This wiki explains the implementation as it exists in this repository and links each concept back to its owner in src/.
Use the wiki in three ways: follow the runtime path to understand the whole game, open a subsystem guide before changing code, or use the architecture maps and project roadmap to understand how systems fit together. The expanded guides cover inventory and crafting, item stacks, entity simulation, physics, and registries alongside the voxel engine. Claims about behavior should be checked against the current source: the project changes quickly and the roadmap records known gaps.
Read the runtime map
Start at scenes/Main.tscn and trace how the client creates a world, player, and gameplay systems.
Understand the voxel engine
Learn how blocks, sections, chunks, meshes, lighting, and world generation cooperate.
Extend a subsystem
Follow the project’s ownership rules for blocks, entities, items, world systems, and UI.
Track fidelity and work
Use the porting plan, curriculum, and fidelity ledger to understand priorities and known differences.
Start with running the source build, then create a first world. Keep the controls and HUD guide nearby during your first session.
docs/CURRICULUM.md, docs/PORTING_PLAN.md, and docs/FIDELITY_LEDGER.md as living project records, not substitutes for checking code.