I’m making really GIANT map for my game. And I have question: What better, use Roblox Terrain, or I should try make it with only MeshParts? Or maybe I should use them both? I want achive maximal realism in my game.
I think built-in terrain is good, but you say GIANT, so I’m not sure how big that is, but if built-in terrain gets too big you run into loading issues.
Large MeshParts have issues with the surface rendering visually one way, but the physical rendering isn’t the same. This causes players to walk above or inside the visual surface.
Terrain doesn’t have that issue.
Also AFAIK large MeshParts would have their fidelity rendered as “close up” over more of the surface of the Part. If you’ve moved around in large terrain games you’ll see at a certain distance the fidelity is more chunky.
From a detail point of view, using both is a good idea. Blended properly, mesh terrain and roblox terrain mixes really well - but you need to learn how to blend it.
Looking at it practically, you need to dedicate time to it, otherwise it’ll look awful. Plus, you may run into optimising issues on slower devices as loading in loads of meshes can be quite laggy, especially considering your use of the word “massive” - this could be an issue.
For roblox terrain, they use a lot of calculations and voxels, and large amounts can result in lagging and frying your computer, It’s a good Idea to blend both, And you only need as much terrain as you need, for example, If you made a giant map, and you only use the surface, the bottom of the terrain is gonna be useless, so I recommed deleting that and keeping the surface only.
That’s intereting, I should keep only visible piece of terrain to reduce lags?
Yes, That will reduce lag and such.
I think they compliment each other if you blend them together.
Collisions is the hard part. Even the PreciseConvexDecomposition collision fidelity is not 1:1 to the mesh. Currently, the only way around that is to use something like the OBJ Collision Generator plugin, which just takes the mesh data from an OBJ file and generates wedge pieces to match the mesh surfaces. Of course, this duplicates a lot of your data, but useful for collisions.