Hello Mr. Williams, I've been looking around for terrain systems that would satisfy the need for malleable terrain in an RTSRPG designed for local co-op, and so far yours seems very promising. A few questions though, as I'm not a great coder and I figured I should ask before trying your system out and getting too attached to it (I'm sure I will): 1) the multiplayer design calls for a lockstep synch model, so I figured we could gen the terrain once (for whoever starts the game) and then transfer it, and have each instance alter it in parallel; the question is, how deterministic do you think your system is? I expect I'll need to find my own physics solution, but I'm wondering how deterministic the terrain engine can be, especially when re-calculating the terrain after a deformation event. 2) This may be a stupid question, but if I understand correctly, you could have multiple terrain plains (one large smoothed plain of 1m voxels, say, and several smaller ones of 20cm cubic voxels, for structures), and have multiple volumes present. How interactive can you make the individual volumes? Could I, say, have the 'structure' handle real-time interaction with the 'foundation', so if the 'foundation' were altered the 'structure' would react in real-time? 3) I plan on putting in some realistic systems to restrict depth (stale air and whatnot) in most regions, but another stupid question: can Cubiquity support irregular intrusions into a plane, say if I wanted to have a cave system under a mountain (but only under the mountain), and not have the system generate (or even permit) chunks underground outside the mountain's perimeter? Or would I need to do something clever, like make that area a separate plane with different height and depth parameters? Thanks for taking the time to reply to our questions, it's very helpful to have so much information available about your tools and the topic in general Keep it up!