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by iFire 330 days ago
In godot engine we decide to do a continuous level of detail based a pixel error metric. (simplified explanation pixel-error -> based on fov -> based on floating point error of the meshopt_simplifyWithAttributes function)

The 12 ish lods are automatically generated by https://github.com/zeux/meshoptimizer.

https://docs.godotengine.org/en/stable/tutorials/3d/mesh_lod...

We allow a hierarchical level of detail if people want to set it up.

1 comments

Our budget couldn't afford Epic Games style nanite, but there are three js implementions.. so it's not impossible to recreate.

- https://github.com/AIFanatic/three-nanite

- https://news.ycombinator.com/item?id=42974461

three-nanite is based on https://github.com/zeux/meshoptimizer cutting each mesh into maybe 124 triangles per chunk.

That's a cool demo (even if it doesn't work on my phone, I get it from the video), but it's a long, long way from a nanite implementation. At best I'd call it dynamic LODs or something.