Terrain made out of square voxels got removed 7 years ago
The reason why Unity or Unreal has “good” terrain is because its a mesh. The same trick every engine since Source has used. Roblox actually doesn’t prerender terrain to meshes, it stores all the terrain data. Unless roblox wants to spend a ton of money on prerendering terrain to meshes and storing several gb place files in their cloud for super high resolution terrain (so it doesn’t appear as block as current terrain) we aren’t getting high resolution terrain stored as meshes.
ngl I missed square voxel terrain for a while when it got removed, but I got used to things the way they are now. The old square voxel terrain had such an unique distinct style which allowed to create unique stylized blocky games.
Even Smooth Terrain is still made out of voxels. Each voxel just has an occupancy value that can range from 0 to 1, instead of having to be a specific shape.
lol. these voxels are still square. Legacy Terrain had voxels that were shapes. Smooth Terrain has voxels that are percentages. They are still in a regular grid and still technically “square”. It’s just that the shape of the terrain is generated from these percentages rather than being directly built out of shapes.
That’s not the same as the old system that used to generate it automatically for us, not to forget the water which would seamlessly adjust to the environment.
Hey @TQNY2! Cascades, streams and rivers or just varying water flow direction are definitely top on the list of limitations for water. We would like to provide improvements there, but we don’t have active plans on solving these issues yet as we are currently focused on other higher priorities. This is very much on our radar, though.