Unreal Engine 5 Large Scale Procedural Terrain using Runtime Mesh Component

Опубликовано: 01 Октябрь 2024
на канале: hippowombat
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Using UDynamicMesh, generating an 8km² 40K vert terrain took about 2 seconds from start to finish, anything w/ more subdivisions started bloating generation times exponentially.

URuntimeMeshComponentStatic can generate the same terrain instantaneously, and can build a 50km² 460K vert terrain (what's shown in the video) in about 3.5 seconds from start to finish.

This is by no means a dig at UDynamicMesh, as it has a ton of really useful features in tandem with the Geometry Script function libraries. I just wanted some basis for comparison as I continue exploring procedural terrains.

Terrain in the video is not chunked and does not use any LODs. It's all one single mesh with complex collisions, made up of 460K sample points.

Really stoked with these results. My next steps are to split the terrain into chunks, generate & utilize LODs, and then explore finer chunking & using marching cubes instead of a heightfield approach.