This is the 13th episode of unreal engine runtime terrain generation system. Today, we are going to improve the performance of runtime landscape generation system by optimizing the tile generation function. Here, once the initial set of tiles are generated, when player moves further away and needs to generate more tiles, instead of creating new mesh sections, we will be updating the furthest tile to create the next closer tile needs to be generated. This will further optimize the system have better performance in the runtime.
Thilina Premasiri
2024-01-13 22:59:08 +0000 UTCMax Radojevic
2024-01-13 22:57:39 +0000 UTC