Thank you! The whole terrain is actually voxel based, but smoothed out with surface nets, and to prevent physics from being blocky-feeling you pretty much just linearly interoplate and position the player on the fake terrain height.
Thank you! The whole terrain is actually voxel based, but smoothed out with surface nets, and to prevent physics from being blocky-feeling you pretty much just linearly interoplate and position the player on the fake terrain height.