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Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. With MeshShaders, the culling algorithms we use can be of great flexibility.
Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. Some very basic tips: Rather be sure how much polygons you need before-hands and keep it as low as possible.
The new container types are especially useful for dynamic content on different window sizes. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view.
It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. As mentioned above, 3.0
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