Synthesized from local research on Godot 4 physics / destruction pipelines. Focus: free or CC0 assets + free Godot tooling. Not a full game production plan.
| Need | Catalog entry | Notes |
|---|---|---|
| Industrial / tech props | Kenney | Space Kit + Industrial Kit work well for server racks, pipes, consoles, flat-shaded looks |
| Modular low-poly / characters | Quaternius, KayKit | Prototyping and stylized kits; Prototype Bits for greybox |
| Input glyphs | Kenney Input Prompts | CC0 64×64 incl. Deck / Switch 2 / Quest |
| PBR surfaces | ambientCG, cgbookcase | Seamless materials; cgbookcase is extra photoscans |
| HDRI / IBL | Poly Haven, Open HDRI | Two CC0 IBL vendors; Open HDRI is unclipped linear EXRs |
| Oceans / water | Boujie Water | MIT Godot ocean shader |
| Foliage scatter | ProtonScatter | MIT Godot 4 scatter |
| Pro SFX (free annual dumps) | Sonniss #GameAudioGDC | Commercial OK; no AI/ML training; no standalone resale |
| Granular tech foley | Freesound | Filter CC0 only (fans, HDD whir, sparks, etc.) |
| Music (no attribution) | Abstraction Music Loop Bundle | CC0 loops; listing names shipping a game you sell |
| Music (with credit) | Incompetech | CC-BY — avoid ND tracks elsewhere |
Paid Sonniss impact packs can fill metal/glass destruction gaps on a small budget — they are not catalogued here as free.
| Need | Catalog entry |
|---|---|
| Cinematic camera / shake | Phantom Camera (MIT) |
| Remappable input (Deck-friendly) | G.U.I.D.E. (MIT) |
| Device swap / rumble helpers | Input Helper (MIT) |
| Dialogue / timeline UI | Dialogic (MIT) |
| Steamworks bindings | GodotSteam (verify license + Steamworks) |
| Mod loading | Godot Mod Loader (MIT) |
| 2D textured polygons / terrain | SmartShape2D (MIT) |
| Heightmap terrain | Terrain3D (MIT). Gaea Community Edition is needs-review; EULA is a PDF this session, not a free commercial grant |
| Behavior trees | Beehave (MIT) |
| Utility AI | LimboAI (MIT) |
Godot 4.4+ ships Jolt Physics as a built-in option — prefer the engine docs over third-party mirrors when configuring.
- Export glTF; keep collision-friendly meshes (convex pieces / primitives) separate from render meshes where possible.
- Blender Cell Fracture (and similar) for pre-baked debris — keep fragment counts modest for runtime physics (visual grit via particles).
- Prefer trusted CC0 kits over anonymous “destructible mega packs.”
See licenses.md and provenance.md. Track source URL + license + download date for every pack that ships in a commercial build.