# General strategy for procedural mesh generation/instancing/lod from tilemap data

**URL:** <https://forum.babylonjs.com/t/general-strategy-for-procedural-mesh-generation-instancing-lod-from-tilemap-data/229>\
**Category:** Questions\
**Created:** [December 13, 2018, 8:11pm UTC](https://forum.babylonjs.com/t/general-strategy-for-procedural-mesh-generation-instancing-lod-from-tilemap-data/229 "2018-12-13T20:11:11Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![jerome](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jerome/32/22_2.png) [@jerome](https://forum.babylonjs.com/u/jerome)\
**Post date:** [December 14, 2018, 7:53am UTC](https://forum.babylonjs.com/t/general-strategy-for-procedural-mesh-generation-instancing-lod-from-tilemap-data/229/2 "2018-12-14T07:53:55Z")

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Maybe could you have a look at this extension and this feature : [Extensions/dynamicTerrainDocumentation.md at master · BabylonJS/Extensions · GitHub](https://github.com/BabylonJS/Extensions/blob/master/DynamicTerrain/documentation/dynamicTerrainDocumentation.md#more-advanced-terrain)

This allows you to depict a map (ground relief) and an object map (what objects are on this relief, where, how ?) and to show all this with only 2 draw calls by rendering only the parts around the camera actual position

example : [Test Babylon SP Terrain](http://jerome.bousquie.fr/BJS/test/terrainSP.html)  
The map is 1000 x 1000 points (pre-computed from a perlin noise function)  
The object map is almost 70 000 objects.

The terrain is only a 100x100 vertex mesh, updated from the camera position and the current map data.  
The visible objects are a only pool of 6000 recycled solid particles.

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