Releases / v0.117.0-rc32
v0.117.0-rc32 Whole Worlds
2026-10-26
Everything in rc31, plus a count of what terrain holds in memory, a budget to hold it to, and generated worlds that take less memory.
What terrain holds
terrain.stats() says how much memory the terrain holds, part by part: its
voxels at full detail, the coarse stand-ins for ground put away, the meshes on
the GPU and in memory, the collision surface, the shadow volume and the undo
history. Pass a terrain's id for one terrain, or nothing for all of them. It is
counted once a second while a game runs, and age says how old the count is.
A memory budget
terrain.setBudget(bytes) sets the most memory every terrain together may
hold. While it holds more, the terrain keeps less of its far detail, the
farthest first, and takes it back once it is comfortably under the budget.
What the player can touch is always kept: the ground within 64 m at full detail
and within 120 m at no coarser than half. A budget too small for that is said
once in the Console. terrain.stats().detail says how much detail is kept.
Less memory for generated worlds
The ground of a generated world now takes about an eighth less memory: each stored chunk kept room it no longer needed once it was made.
Upgrading
Nothing to do. No budget is set unless a game sets one.
Floptle Hub
Engine
The binaries are not signed yet. On macOS, right-click the app and pick Open the first time. On Windows, if SmartScreen appears, pick More info then Run anyway.