Ok, time to share a preview of something I have been working on for a couple of months now: A quadtree LOD terrain for Babylon.
So far I have:
- Chunking system with infinite paging
- Distance based LOD
- Custom meshing
- Basic UVs and texturing
- Bakes to Babylon GroundMesh objects so all the usual functions, physics etc works.
- Perlin based height data generation.
The bad news is, its currently slower with the LOD than without it, mainly due to memory and garbage collect
Ok, time to share a preview of something I have been working on for a couple of months now: A quadtree LOD terrain for Babylon.
So far I have:
- Chunking system with infinite paging
- Distance based LOD
- Custom meshing
- Basic UVs and texturing
- Bakes to Babylon GroundMesh objects so all the usual functions, physics etc works.
- Perlin based height data generation.
The bad news is, its currently slower with the LOD than without it, mainly due to memory and garbage collect