GODOT IMPORT
Import the source tilesheet PNG as a Texture2D. Create a TileSet resource, add a TileSetAtlasSource pointing at the texture, and set tile size from the JSON tileSize field. The tiles[] array gives you each blob's (x, y) cell coordinate in the 7×7 grid.
Map peering bits using the per-tile neighbours object: n → top_side, ne → top_right_corner, e → right_side, se → bottom_right_corner, etc. The generated set ships the full 47-blob bitmask explicitly (no auto-derivation), so Godot terrain painters work out of the box even when your inner-corner palette differs from your outer-corner palette.
Voxel exports drop in as a regular .glb. Godot 4: Import → Scene, scale to taste, attach a script or use the model node directly. The per-color materials baked into the .glb survive the import — no shader setup needed. OBJ works too: unzip and import the .obj; Godot resolves the .mtl and palette PNG sitting next to it.