Hey everyone! You can’t help but feel that things are missing in your game when comparing your title to gorgeous AAA productions like Uncharted 4: A Thief’s End and Zelda: Breath Of The Wild. But that doesn’t mean that we can’t be inspired by them. One thing that really stood out to us is their extensive foliage…
thanks! We solved the problem of too many in a scene by capping this number in the code. We place the physics plants only sparingly, to keep the framerate solid, while still giving the players that cool interactive experience. once the players get out of range the physics plant is switched back to a instanced static mesh.…
This is a very good read. I found the solution with physical assets too expensive for my game but I sure tried it and liked it a lot also. The problem comes when you have some more interactions going on at the same time. But thank you a lot for sharing this man. I also had a long fight with this matter :expressionless: