When sculpting terrain, it is easy to accidentally trap invisible “air pockets” or double-layered geometry underneath the ground plane. Because those hidden faces aren’t visible, they end up unnecessarily taking up memory, draw calls, and physics calculations.
I don’t know if your engine already handles this natively, but it would be awesome to have a background cleanup system built directly into the core software that just runs periodically.
Suggested Technical Method:
An automated background scan traverses connected mesh edges and marks each vertex. It analyzes face normals and node adjacency to pinpoint fully trapped internal voids, distinguishing unwanted pockets from open caves or tunnels. Finally, it strips out hidden interior faces and welds the remaining outer mesh seamlessly.
(Note: Just sharing this suggestion for the team, and I won’t be checking back for replies! P.S. Huge fan of the Subnautica series! I love games with that perfect rhythm that keeps you grounded and relaxed without ever letting you metaphorically, or literally, fall asleep at the wheel!)