For any game devs or voxel software devs out there, what particular reasons are there for often opting for larger cubes for voxels?
My rough understanding (as I've found it tricky to find more accessible technical info on voxels), is that they don't necessarily even *have* to be cubes at all.
Setting that aside though, I'm mainly interested in the scaling question, as I know smaller cubes can & have been used occasionally.
