To be fair, that 3D noise screenshot was running at 20 fps, because my graphic card is 4 years old and I turned on all the options :p Shadows take the most part, if I disable them it goes up to 40.There is also a great deal of hidden geometry under the terrain, and AFAIK Godot doesn't performs occlusion queries.I achieve 60 fps with a heightmap terrain with a render distance of 816 voxels in XZ directions.One thing bothers me about this, I had an OpenGL prototype years ago that was running at 60 fps too, but without any form of culling, so I suspect Godot to be slower somewhere. Are VBO in use? Or is the culling process taking too much time? I'll investigate with cuboids of 32x32x32 rather than 16x16x16. If it's not enough... I'll consider optimizing the meshing process further.Edit: http://zylannprods.fr/lab/voxy/: I made this with Unity 4, same algorithm, with render distance of 1216 voxels AND shadows, and it renders much faster. So I think there is room for improvement in Godot renderer as well.About physics... when I have time, I may test two approaches. One with Godot physics like you said, and if it's not good enough I'll write a custom collider. The problem is that the player is not the only one to require physics.One cool thing I absolutely want to test is... VoxelMobs! Construct anything and make it a mob that collides with the terrain :D But that will be in a while...Raycasting should be easy to do by hand, with a custom implementation in C++ :)I recently moved terrain handling in C++, so now just create voxel types and implement _generate(voxels, position) in GDScript and you're done :pAnd it's very fast because I exposed helper functions like fill_area(). But in the longer term there will be an option to do that in a thread anyways :)