This is the 18th episode of unreal engine infinite world generation system. Today I am going to implement a LOD (Level of Detail) system into the runtime infinite terrain generation system we have worked on so far. LOD system means, in the close range, we will render terrain tiles with a higher detail count. That means a higher polycount on the terrain tile mesh and a higher foliage count. And the tiles further away from the player, the detail level will be decreased gradually. This would allow us to generate the terrain in the runtime more efficiently and render high detailed terrains in the places where we actually see the details. As the player move closer to the far tiles that were originally rendered as low detailed tiles will be converted to high detailed tiles dynamically.
password=CLM_WorldEngine