Presale question, Collision data that can be used in server sidenetworking , and large maps..

Questions & AnswersCategory: ProgramingPresale question, Collision data that can be used in server sidenetworking , and large maps..
darkfirewolf5 asked 3 years ago

I am very much interested in uTerrains, as I have been looking for a voxel based system for a while, 
1.How would implementation of server side collision with the terrain work with a terrain that has floating sections, overhangs, and caves? Would you recommend some procedure that’s built into uTerrains that can be accessed? Or would I manually have to build a map using basic shapes to indicate these areas? Like using cubes or planes to signify passible areas?
2. I plan on making a large map, that when using a height map based system with regular terrains would have been for example 8×8, 16×16, 32×32 individual height maps essentially stitched together to make one single wolrd map where the player would essentially be on a 3×3 setup at all times being in the center map which would load and unload to simulate the whole world map, from what I’ve read it looks like I could make the whole map from just one uTerrain since only one can made at a time, would there be noticeable difference with using uTerrain in this form to essentially build a whole world map with it and being able to save and load it vs using the 3×3 regular terrain setup? I don’t need to display the entire map at a time but since you can’t stitch 3×3 uTerrains together I would have to more than likely build the entire map using one terrain if it’s more efficient that way, and this is would be essentially a static map that would not be having any runtime voxel procedures done to it