iFire 15 hours ago In godot engine we decide to do a continuous level of detail based a pixel error metric. (simplified explanation pixel-error -> based on fov -> based on floating point error of the meshopt_simplifyWithAttributes function)The 12 ish lods are automatically generated by https://github.com/zeux/meshoptimizer.https://docs.godotengine.org/en/stable/tutorials/3d/mesh_lod...We allow a hierarchical level of detail if people want to set it up. iFire 15 hours ago Our budget couldn't afford Epic Games style nanite, but there are three js implementions.. so it's not impossible to recreate.- https://github.com/AIFanatic/three-nanite- https://news.ycombinator.com/item?id=42974461three-nanite is based on https://github.com/zeux/meshoptimizer cutting each mesh into maybe 124 triangles per chunk.
iFire 15 hours ago Our budget couldn't afford Epic Games style nanite, but there are three js implementions.. so it's not impossible to recreate.- https://github.com/AIFanatic/three-nanite- https://news.ycombinator.com/item?id=42974461three-nanite is based on https://github.com/zeux/meshoptimizer cutting each mesh into maybe 124 triangles per chunk.
In godot engine we decide to do a continuous level of detail based a pixel error metric. (simplified explanation pixel-error -> based on fov -> based on floating point error of the meshopt_simplifyWithAttributes function)
The 12 ish lods are automatically generated by https://github.com/zeux/meshoptimizer.
https://docs.godotengine.org/en/stable/tutorials/3d/mesh_lod...
We allow a hierarchical level of detail if people want to set it up.
Our budget couldn't afford Epic Games style nanite, but there are three js implementions.. so it's not impossible to recreate.
- https://github.com/AIFanatic/three-nanite
- https://news.ycombinator.com/item?id=42974461
three-nanite is based on https://github.com/zeux/meshoptimizer cutting each mesh into maybe 124 triangles per chunk.