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  1. I got a question about "Common Game Practices"... I am NEW so I don't know how the industry handles something like this. I am creating a BabylonJS Toolkit For Unity (If you have not heard already )... One of the features i have i using the Unity Built-in terrain data to Generate native babylon grounds (using createGroundFromHeightmap). But can't get REALLY smooth hills and mountains (without ALOT of tessellation ). So as an experiment, instead of just using the metadata to store terrain metadata that is created on client side with createGroundFromHeightmap... I make 2 meshes from the terrain... The first one I scale down to about 5000 verts i was intending to use this as a 'Collision Mesh' that you can walk around on... No materials on it with a REALLY low visibility of 0.000001 is REALLY blocky BUT at least follow the outline of the original mesh for the purpose of the camera collisions so you can walk on smoothly... Then i render out a much more detailed terrain mesh (MAX 65000 Verts) to use as more of a "Visual Effect" mesh that actually has all smooth mesh contours... I just OVERYLAY them in exact same position and rotation of parent HOLDER mesh object. My hope was to provide a Detailed Terrain Mesh so it looks good (BUT YOU CANT WALK AROUND ON MORE THAN 10000-12000 verts without MAJOR FPS drop) and much lower poly version of the terrain with its collisions set to true so you don't fall thru ground and you still go up and down to follow the contour of the terrain. But as long as i don't make that detailed mesh collisions true... The dual mesh approach seems ok on my machine with NOT TOO BAD frame drop. Now granted its not the whole game yet with all the other game assets and logic... But seems ok so far. My question is (because I'm new to game programming concepts)... SHOULD i be doing shit like that... or is that too much for a HTML WebGL based games (or a string of babylon scenes put together to be a game) I am OLD SCHOOL... from the days of 'KISS' programming (Keep It Simple Stupid) and i want to put kool and useful features in the toolkit. But i am wondering if some of the stuff i am just 'Making Up' over hear (Token On Maui ) is too much and if my new Dual Collision/Detailed Terrain mesh system is going too far and 1 single mesh (as best you can get it to look is enough). Please let me know what you guys think
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