For my project, I’m trying to create an open world system (can be based on a sphere - earth-like or any other shape).
I’d like to be able to view the whole “world” from afar, as well as being able to walk the word from a character point of view (that and some intermediate distances to get local overviews).
My problem is that, if I am to have details from a character point of view (lets say 1 unit is 1 meter, and ground details have that kind of scale), that makes about 4bn vertices for a sphere (of the size of the earth), which is not manageable.
So I’m looking for a strategy to limit the number of vertex to an amount that is relevant to the point of view :
- When looking from afar, the mesh is “complete” but strongly decimated
- When looking from middle range, only vertices in the camera fov are active, but decimated
- When looking from a close distance, only vertices in the camera fov are active, and not decimated
An additional constraint is that I’d like to be able to edit my world, as well as navigate it (so splitting the mesh would require the pieces to keep working together to allow seamless transitions between parts).
Thanks for your suggestions !