WSo it's kind of a bit of a toss up really. We use the term vertical slice specifically, and that's something I'll kind of dive into a bit. We've kind of tried to do a bit of everything so that we can see the whole picture and then kind of tweak our design from there and start finishing out each bit. And that means that yes, we could build a planet, but there's no way we could ship it. It's not performant enough. It's not varied enough. It doesn't check all of the boxes that we want. There'd be all sorts of problems with the tech that is working for the difficult bits, but not working for the bits that mean that you can have 30 in a solar system and then 30 in another solar system and so on. One of the reasons we've approached it like this is because there's kind of such a fundamental change in the tech. Like the Genesis and the Planet Tech improvements are not just kind of changes to the output of the existing system. It is a fundamental kind of reshuffle and redistribution of work, which is largely because V4 kind of addressed the needs of planets, although the Planet Tech that we have kind of addressed the needs of planets as they were at 3.0. But nowadays, there's a lot more requirements from that tech, whether it be kind of server meshing things, base building things, harvestables, persistence. So we've approached it from this vertical slice, which means, yes, we can build a planet, but it's not the standards we want. But we're now at that point where we take that. We can say, OK, well, here's what worked. Here's what we need to redesign. Here is what we know is great. We've solved some of the big tech problems. Now we're transitioning to more of a kind of milestone based approach where we're saying, OK, well, now we're going to finish out GPU spawning and now we're going to finish out the orbital look and so on. And we can start kind of taking chunks of tech and finishing it. And I think one of the really important things as well is that we're not aiming to release this as one big floodgates. And suddenly everything is out and boom, you've got Genesis. It's going to be features coming online, type bit by bit. And one of the one of the early bits of tech is actually already in the 4.0 streams that are going out to EPTU right now. The planetary rewrite of how we store and subdivide our planet into patches and so on is already out there in the world and working. And that's kind of one of the benefits of having done this as a vertical slice. It means that we're starting to reap the benefits already. In terms of greybox, Seb, you can probably explain better what you meant by greybox in your sections.
SSo in our process, we usually have whitebox, greybox, and then final and polish. For vegetation, it doesn't really work that well. Whiteboxes don't really represent vegetation assets super well. So we just make a very rough version of it. Also, we were asked fairly late into the process of making the videos to add those labels. And we might have been a bit sloppy. So the swarms were definitely further along than the jungle, for example. Jungle definitely very much what we consider whitebox. Swarms and redwoods a bit further along, with the swarms being the furthest. And yeah, it's all coming together. And we are working through them. And a lot of what you've seen in whitebox is further along now and might be close to polished and final. And then we just need all systems there, every other system to make it into new planets and then release the thing maybe one day. No, I don't know.