I was talking about the mapping, basically there is two type of mapping for making voxel planet: 1. axis aligned voxel data 2. surface aligned (which I was talking about) Ideally for planet you want surface aligned data, but as you can see sometimes the number of neighbor is not consistent, it's call a "pole" - The regular sphere has two poles up and down, which create a lot of pinching and distorted area size. - cube sphere have 8 poles in the corner of the cube, where a cells has 7 neighbor instead of 8, but area are more or less constant (with a special projection). - Icosahedron sphere has a lot of pole (12 I think) but some cells has 7 neighbor (call T-pole) and some other have 9 (call E-pole), but it also have the best conservation of area. - Also direction of cells direction are not consistent inside region delimited by pole, because of the 3d ness of the issue. Which mean you need to convert basis whenever you cross an edge of a region. Typically people go for the cube sphere as it's closer to flat coordinate and handle conversion at edge and corner, which are consistent across all faces. Basically for any terrain system to be compatible, they need some sort of hook to handle and stitch terrain from different region of a sphere and poles. It's a requirement for planet that are bigger than an asteroid.