grarfloup Posted February 11, 2015 Share Posted February 11, 2015 Hi, I'm new to the engine, I just heard about it yesterday.I wondered almost immediately, is there any support (or plan for support) of Terrain LOD ? Many applications come to mind...(I know about the LOD support, but terrain LOD use specific algorithms IIRC) Thanks! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 11, 2015 Share Posted February 11, 2015 Hello and welcome!! No support for terrain LOD (for now:)) Quote Link to comment Share on other sites More sharing options...
grarfloup Posted February 12, 2015 Author Share Posted February 12, 2015 Ok, thanks!I wonder if other engines support this. Quote Link to comment Share on other sites More sharing options...
joshcamas Posted February 13, 2015 Share Posted February 13, 2015 Currently a way to achieve this is to render your world in chunks. This lets you easily and quickly download the world in bite sized pieces, and enable/disable non-needed chunks at ease. Then you can apply mesh LOD to each chunk. Quote Link to comment Share on other sites More sharing options...
monkeyface Posted August 5, 2015 Share Posted August 5, 2015 I've found there's a function that claims to optimize a BABYLON.GroundMesh documented here: https://github.com/BabylonJS/Babylon.js/wiki/Optimizing-performances-with-octrees When I try to do groundMesh.optimize(32) though, for example, the terrain just disappears.Am I using it wrong? Has anyone implemented a geo-mipmap terrain or some such yet using BJS? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 5, 2015 Share Posted August 5, 2015 The value of 32 is too big. try 16, then 8. But this will not replace the system LOD terrain and creation to many attraction offers small field that Josh is not very efficient or optimal (in my opinion) Quote Link to comment Share on other sites More sharing options...
monkeyface Posted August 5, 2015 Share Posted August 5, 2015 The value of 32 is too big. try 16, then 8. it doesn't seem to work with any value I try... I think it just doesn't work anymore? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 5, 2015 Share Posted August 5, 2015 ty:ground.useOctreeForCollisions = true;ground.createOrUpdateSubmeshesOctree();ground.optimize(36);works on my editor castorEngine. If the ground does not submesh it shalt not be optimized. Quote Link to comment Share on other sites More sharing options...
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