Im planning on making a custom water engine so that I can have more control over what it looks like and how it behaves. For performance reasons, I will have to start with a very low poly grid (something like 64x64 studs) and then increase resolution of this grid the closer the geometry is to the camera.
This requires me to dynamically change the number of vertices. How would you guys go about it?
I could completely wipe the mesh every update, then rebuild it with tessellation near the camera’s current position. This would incur heavy performance costs every time the water is re-tessellated.
I could also find some way to add and remove vertices dynamically. This would probably be the better way, but i would need to be able to reference specific vertices and remove them
