Terrain and water

Sculpt your world’s ground: a height grid up to 256 × 256, brushes, painting, scattering props, generators, smooth terrain and swimmable water.

Terrain is the base of every Sandbox world: a grid of block columns, each with its height and colour. You sculpt it with brushes on the Map step, paint it, scatter vegetation on it, then add an animated water plane the player can swim in.

An explore world on the Map step
The Explore template island: stepped terrain, water, scattered vegetation.

The height grid

The terrain (Terrain) is width × depth cells, from 8 to 256 per side, set in steps of 4 in the Terrain section. A blank project starts at 48 × 48. Each cell has an integer height in blocks and a colour index; the centre of the grid is the world origin.

widthnumberrequired
Cells along X (max 256).
depthnumberrequired
Cells along Z (max 256).
heightsnumber[]required
Heights in blocks, width × depth values in row-major order.
colorsnumber[]required
Colour index per cell, same order.
palettestring[]required
Hex colours of the terrain.
cellnumberDefault 1
Size of a cell and of a block in world units.
The whole terrain is built as one vertex-coloured mesh: one top per cell and walls where the neighbour is lower. Even a large world stays a single draw call.

Starting from a landscape

Four buttons replace the landscape in one click (undoable):

ButtonResult
FlatEvery cell at height 1, grass colour.
HillsGentle relief, amplitude 2.5.
MountainsStrong relief, amplitude 5.
IslandsAmplitude 4, hollows become water instead of sand.

Generators also colour the relief: stone on top, dark grass on slopes, grass in between, sand or water at the bottom. “Drop entities” lifts any entity that ended up below zero.

Sculpting with brushes

Pick a tool in the Tools section of the Map step, then click or drag on the terrain. The brush radius goes from 1 to 8 cells.

ToolEffect
RaiseRaises the terrain by one block under the brush (24 blocks at most).
LowerLowers by one block (0 at least).
FlattenSets the whole area to the height of the clicked cell.
SmoothReplaces each height with the average of its neighbours.
PaintApplies the chosen terrain colour.
ScatterSprinkles the chosen asset as props (see below).
Entities inside the brush area follow the ground: sculpting under a tree or a coin keeps them on the surface.
GestureAction
Left click / dragApplies the tool; a whole drag is a single undo step.
Right dragOrbit.
Middle dragPan.
WheelZoom.

Terrain colours

The terrain palette has twelve colours, each one recolourable with the picker. The choice matters for gameplay: asphalt is fast for karts, grass slows them down.

#NameColour
0grass#7ed957
1dark grass#5cb85c
2sand#c8b078
3stone#8d8d8d
4asphalt#3a3733
5concrete#e8e4dc
6water#3a86ff
7snow#f8f4ec
8dirt#a0522d
9lava#ff5c1a
10moss#2fb56b
11night#1f2a44

Scattering props

  1. Pick the Scatter tool

  2. Pick an asset

    The project’s assets list shows under the tool: ferns, rocks, trees…

  3. Drag over the terrain

    Each pass drops a few copies within the brush radius, with a random rotation and a scale from 0.7 to 1.3. They get the prop role.

Stepped or smooth terrain

By default terrain renders as steps: crisp columns of blocks, ideal for voxel worlds. The smooth terrain box (rules.smoothTerrain) keeps exactly the same data but builds a continuous surface: every vertex takes the average of the four cells around it, for rolling hills.

Physics follows the same choice: in smooth mode, characters and vehicles move on the smoothed surface instead of climbing steps.

Water

Tick Water in the Look section to add a water plane across the world. It is a subdivided plane animated with waves, with a physical material that picks up the sky and the environment, in a single draw call. When enabled, water starts at level 0.4, blue, opacity 0.75, waves 0.5.

levelnumberrequired
World height of the water plane.
colorstringrequired
Water colour.
opacitynumberrequired
Opacity, 0.1 to 1.
wavesnumberrequired
Wave amplitude in world units, 0 to 3.
rules.jsonJSON
{
  "smoothTerrain": true,
  "water": { "level": 0.4, "color": "#3a86ff", "opacity": 0.75, "waves": 0.5 }
}

Swimming

An actor whose centre drops below the water level swims: gravity falls to 15 % and its speed is damped. In on-foot modes, Space rises and Shift dives. NPCs and enemies route around deep water when they find their way (pathfinding).

See also