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Using terrain detail mesh for larger static meshes in a scene with a terrain.

Discussion in 'World Building' started by Ziplock9000, Aug 6, 2019.

  1. Ziplock9000

    Ziplock9000

    Joined:
    Jan 26, 2016
    Posts:
    278
    Details meshes on terrains are usually used for foliage, trees etc.
    But would it make sense to put as many static objects that exist in a scene on the terrain as a detail mesh.. Including things like buildings, boulders rather than just a regular mesh on the terrain?

    The reason I ask is I'm wondering if the dynamic culling is better on a terrain geometry than it is for normal objects. AFAIK terrains use something similar to a quadtree, but regular objects are just brute force frustum culled? I much prefer the former not only because it's performance is much better, but it throws things out without even have to check them.

    Another reason I'd want this is so that objects that have scripts on them don't run (or even get checked for visibility) if they are far away.
     
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