I’m aiming to create a pretty realistic game. One main area would be a forest densely packed with trees. Just about every game outside of ROBLOX will convert a 3D tree to a flat card that faces the camera when a player is a certain distance from it.
Realistic trees can be very high poly, and using an LOD system like what I mentioned above would be very beneficial to performance; however, I’m unsure if it would work. One problem is that it’s pretty hard to create good looking realistic trees and import them into ROBLOX using only a single draw call and texture. I’m also unsure how I would go about creating such a level of detail system that would turn a 3D tree into a flat billboard, and if it would help or hinder performance.
One solution I’ve thought of would be to unload a distant tree and replace it with a single card, but I fear that would be slow and hurt performance more than it would help.
For improving performance, check out this article from Roblox: Improving Game Performance (Roblox already has a build in level of detail system, but you can also add more things to your game.)
As for the making of the tree, this would be done in a 3D Modeling software like Blender. You would simply export the model and import it into Roblox Studio.
somebody didnt read the post at all
Thanks for replying to a post I made literally two years ago.
To update my response, you can use a Surface Appearance in Transparency mode with a texture to make a tree out of cards. Check distance with position and . Magnitude. load out whatever 3d model with :Destroy() or that API Roblox has to load out things.
Do I know if that would be intensive on memory? No. Is there’s probably another post about this? Yes.
Roblox Models already have LOD is a fine for most. Anyways…
I’m on my break at work rn so I can’t link or extensively go in to detail.