Ever since the LOD update for Smooth Terrain, I was wondering, wouldn’t it be possible to have a grid system to which you can provide a model(s, Low poly, mid poly, high poly) to depending how far a player is? Just as an example, some games ideas require different terrain/terrain texture, so one would 3d model it instead. In that case they would have different sections with different levels of detail. It also comes in handy when you have a mountainous background and don’t want them randomly spawning when you’re close enough.
This was discussed awhile back.
http://devforum.roblox.com/t/some-players-know-too-much-or-too-little/25142/28?u=echoreaper
TL;DR - it becomes complicated when the model is being physically simulated or connected to scripts, among other things.
Oh rip didn’t see that. What if they’re static objects?
You could easily script a system in to do it, or just be careful with polygon counts.
We will definitely look into automatic LOD support for CSG & MeshParts (we are thinking about it but haven’t started actually doing it - won’t happen soon! current focus on modeling team is new CSG engine). We do want to solve this for larger collections of parts but yeah it’s complicated.
My project scripter already made a lag free advanced LOD system model chunkloader which does what you need.
He is currently totally rewriting it and made it already over 12 times faster …tough it already worked flawless on weak laptops.
He might publish a lite version free for the public (:
I anyways hope that Roblox succeeds with a real LOD system one day.
easily … my scripter would rage out by the word easily
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.