So I’ve had a bunch of upcoming project ideas and something’s come to my mind. Let’s say you’ve got a bunch of trees spread around the map and as we all know it’s good to only render in those which are the closest to the player to reduce the lag. Then I asked myself how does that actually work, do you set transparency of the rest of the trees to 1, do you move them to replicated storage or do you cache their sizes, positions… and completely delete them or is there any other way I didn’t think of.
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Currently I’m working on a project to render large maps. What I gathered so far is deleting far away objects and just copying them from ServerStorage or Replicated Storage when they’re within a reasonable distance.
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Do you store all their properties in a table before deleting them?
Most likely. Information on the object name and location. I’m still in the process of learning this myself.
Oh alright, thank you for your time!
No problem, glad to be of any help.