Recently I worked with C ++ code generating planets from bubbles (truncated octahedrons).
Here is my result.
I generate only front faces so it’s quite well oprtimized. Inside view:
What do You think about this idea? I have also implemented point gravity and character moves fine around the planets.
Unfortunatally I have some problems with mesh update. For small planets it works really well. All bubbles can be changed to any ID (material) and color. With increasing planet size performance suffer.
For planet 80x80x160 = 1024000 update takes 2 seconds. It cannot be stand anymore because game freezes.
Firstly I thought that every section from CreateMeshSection function are independent so I tried to use many sections. Right now I know it doesn’t matter because every time mesh change it regenerates whole mesh.
My question is how can I get better respond to mesh changes. Should I use more mesh objects?
mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT(“ProceduralMesh”));