Check this demo out with the Babylon Toolkit… Fully physics enabled… I can t wait to try this with WebGPU.
Warning… None of the City Generator C# Game Scripts are actually used… The scene content (meshes, materials and metadata) is exported to GLTF 2.0 and the Babylon Toolkit Scene Manager does all the rest.
Yo @ozRocker … Hey Marcus… Just remember to use the Babylon Toolkit Combine Mesh Tool to bake out combined meshes first… Then make a prefab of the of the city and in the prefab REMOVE ALL MESH FILTERS AND MESH RENDERERS … That will leave just the colliders in their exact position… then just use the single mesh (or multiple meshes if you baked them that way) … The colliders should wrap perfectly.
That was a MEDIUM world in the demo above… Fantastic City Generator has LARGE and VERY LARGE settings as well. Have not tried them yet.
I can wait for WebGPU… so Babylon can handle meshes (including all the meshes used for collision)
I’ve never used Fantastic City Generator before but I was hoping you could get different packs, so it looks like you can! I’d want some ghetto/ruined cities in there and ones from Asia and Middle East