








After a long rebuild, water is finally starting to feel right in Luminids (with Dev Log 13)
I’ve been building and rebuilding the water system in Luminids for a while now. Think this is like V5 now!
Built from the ground up in Godot 4.6 - the terrain graph/bake defines where water exists, my WaterField samples that, gameplay systems read through my WaterManager, and the renderer builds chunk meshes directly from the same data. Got rivers, lakes and infinite ocean biome.
The system path: carve terrain procedurally in the voxel graph → export hydro fields from that same graph → load/sample them at runtime via WaterField/WaterManager → generate chunked water surface meshes directly from that data → shade and drive gameplay/underwater from the same single source of truth.
The big design goal for me was keeping it performant and readable, while letting each biome carry its own mood. This has been one of the hardest systems I’ve worked on in the game, so it feels really good to see it landing.
Luminids is a cozy world-building game where you build gently, explore slowly, and shape the world with your Luminids so water is an important element of that!
Steam page is here if you want to follow along:
https://store.steampowered.com/app/4070510/Luminids/
Wrote a full Dev log here if interested:
https://luminids.com/dev-log-13-water-that-finally-belongs-to-the-world/
Happy to answer any and all questions on systems running in Luminids if interested - the game is a real joy to work on.
Cheers,
Nick