About this project

Godot 4D extends Godot with a 4D scene and simulation layer. Its central Node4D provides a parentable 4D transform, while Camera4D projects 4D scenes onto a 2D screen. The module includes 4D physics objects and collision shapes, MeshInstance4D for placing 4D meshes, and editor support such as a 4D viewport tab and OFF import tooling. Available resources include Mesh4D, tetrahedral and wireframe mesh types, 4D materials, and Shape4D physics primitives such as boxes, spheres, capsules, cylinders, cubinders, duocylinders, and orthoplexes. Shapes expose helpers for nearest points, support points, hypervolume, and related geometry calculations. OFF files can be imported as basic 4D meshes. The math layer provides Basis4D, Euler4D, Geometry4D, Rotor4D, Transform4D, and additional Vector4 helpers. Abstract classes expose virtual methods so custom 4D behavior can be implemented in GDScript, GDExtension, or other supported extension paths. Two physics engines are included: AxisAlignedBox, where objects are represented as boxes and angular velocity is unsupported, and Ghost, which does not produce collisions but calculates forces, torque, and rotation. The repository also separates rendering, model, editor, node, math, and physics code into distinct directories. Installation is primarily by cloning the repository into a Godot source tree as the modules/4d folder and building Godot with SCons. It can also be built as a GDExtension, which avoids rebuilding the engine but offers limited editor functionality; the module build is recommended. Godot 4.3 or newer is required. The project is released under The Unlicense, while portions derived from Godot Engine remain under Godot's MIT license. The README identifies published example projects, including a 4D social museum-style lobby and an arcade game about fighting 4D robots.