Hello, as i found, babylonjs provides almost everything for development a game. I still missing one big guy.
Babylonjs uses Ground/heightMap
Also has Dynamic Terrain extension
Still i have no idea how to create a large terrain (Not infinite) with AutoLod.
Could it be possible to use Dynamic Terrain AutoLOD system for our ground with heightMap? Just making a terrain that is not infinite, just as normal ground with AutoLOD support?
@Deltakosh Thanks for response, Playcanvas demo is working well for me at 60 FPS (chrome)
It is an example, i have no idea how they did it. I would be really happy to see AutoLOD for groundMesh
As shown in example, the playcanvas is using (Not sure if not also reducing subdivisions) LOD for textures, reducing distant textures to be lower resolution.
I need to talk to you more in depth about LOD for terrains. I am currently working on terrain exporting from unity. I segment large terrains into square chunks so I can assign multiple mesh collides to each small chunk instead of one large mesh. I guess I end up with the added benefit of the camera frustum not rendering the terrain it can see… like behind the camera.
Now the mesh pieces are already pretty low in polys and if I were to lower the mesh pieces … it ends up with holes in the terrain… how are you lowering the polys for your LOD terrains ???
@Pryme8@MackeyK24@Saqirm anyone is working on this? I’m implementing an water/ocean shader (to be released soon) and would like to have an “infinite plane” for oceans. the “Infinite Terrain with Ring LOD and t-Junction Transitions – PrymeDesign” is pretty much what I’d need.
Is anyone already working on this and would like to share efforts?
@Pryme8 anything you’d recommend to turn your PG into standalone code? It could be merged with BJS in the end.