Smooth "stepless" terrain/mesh editing (ingame)

Heightmap terrains in jME consist of meshes. The 1990s “voxel terrains” (e.g. Comanche) were no meshes. That is why they ran so fast on these old computers.

Heighmap-based terrain means that you can only have one height-point per geographical position. So that means no cave under a hill (would be three height-points - one for the hill, one for the cave’s ceiling and one for the cave’s floor).

Both the current technology (with meshes) and the 1990s technology (no meshes) use a heightmap. There are terrains that are not heightmap-based (e.g. full voxel terrains like in GSoC 2014 - Voxel Terrain System - #7 by FuzzyMonkey)