▎ Hey devs, I'm building a survival/digging game and I've been struggling for days trying to get the terrain
digging system to look clean and polished.
▎ As you can see, my digging looks rough compared to the reference. I've tried every approach I could think of:
▎ - FillBall with Air — creates round holes, Grass material bleeds down into the walls
▎ - FillBlock wide and flat — better shape but terrain smoothing still makes it ugly
▎ - WriteVoxels aligned to 4x4x4 grid — too blocky, minimum voxel size is 4 studs
▎ - Converting Grass material to Ground to prevent bleeding — loses the grass look, terrain still rough
▎ - Replacing terrain with a grid of small destructible Parts — doesn't look natural
▎ - Combinations of FillBall + FillBlock — still can't match the reference quality
▎ My terrain is generated at runtime using FillRegion with Parts that define each layer (Grass, Ground, Mud, Basalt,
etc).
▎ I'd love to know:
▎ 1. Do games like the reference use Roblox Terrain or Part-based ground?
▎ 2. If terrain, what technique gives those clean, satisfying cuts?
▎ 3. How do they handle the grass layer without it appearing on hole walls?
▎ 4. Is there a module, plugin, or specific API approach I'm missing?
▎ Any help is massively appreciated. I've been going in circles and I'm stuck.
