NeedForTokens
A third-person arcade racing game built in Three.js with all assets procedurally generated at runtime, targeting the visual quality of modern Need for Speed titles.
It brings the classic Quake-era brush workflow into Godot, eliminating the export/import cycle of external tools, and includes CSG operations, per-face texturing, .map import, and an optional retro rendering kit.
TrenchBroom-style brush level editor — right inside the Godot 4 viewport.
Block out and texture whole levels without leaving the engine: draw convex brushes on a grid, push/pull faces, carve with clips and CSG subtract, paint textures per face — then bake everything into one optimized scene ready for gameplay.
Godot's CSG nodes are great for prototyping but slow to edit at level scale, and external tools like TrenchBroom mean a constant export/import round-trip. Map Builder brings the classic Quake-era brush workflow — solid convex brushes, grid snapping, face push/pull — into the Godot editor itself, so the map you sketch is already a Godot scene.
Shift+drag a face along its normal, grid-snapped; coplanar faces across the selection move togetherCtrl+Shift+drag a face outward to extrude a new brush, or inward to clip-split the slab off the source (with a see-through ghost preview)Alt = vertical); the brush re-solves as a convex hullCtrl+G groups brushes; double-click to enter a group and edit in isolation, Esc to leaveCtrl+drag across brushes to select (or deselect) them in one strokeCtrl+arrows / Ctrl+PgUp/PgDn move the selection one grid stepTrenchBroom-style brush level editor inside the Godot 4 viewport - draw convex brushes, push/pull faces, clip, texture, and bake to an optimized scene.
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