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Seems the multiple meshparts doesn't work, because use mesh's vertices and indices. |
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You would want them to be separate terrain tiles/chunks so that they can be culled for performance reasons. I've experimented with adding a "terrain system" in the past to mundus that uses a chunking system but the UI and editing gets complicated maybe that can be revisited I shelved the code Maybe I can create a draft PR and get your thoughts and maybe help finish it if interested |
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Yes, this can be a good solution for big maps. If you create a draft PR I will help to you finish with it. Seems the usual map ( indices <= 256) is too small for me, so If I want to use Mundus in my game(s) then I need a solution like this. |
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@Dgzt I retrieved some of my code on the terrain chunking from last year, I tried to clean it up a little bit and I got it caught up with master branch. It is still very rough around the edges. Here is a video of what it does currently. I pushed to terrain_chunks branch (https://github.com/JamesTKhan/Mundus/tree/terrain_chunks) If you are interested in working on it let me know. Can chat about it, talk about ideas and what it still needs. Right now what I've done is:
Untitled.31.mp4 |
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Closing out since we have PR's in progress on this. |
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The max terrain vertex resolution that the Mundus can handle is 256. This is limited by libgdx. I think we can split vertices into multiple meshpart in init method in Terrain file. But I don't know how can split material to meshparts. What do you think, is it possible?
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