Hi,
I am working on a project to recreate a castle with many rooms in it. Each room is quite heavily detailed (between 6 and 10 million polygons), and I would like to be able to go from one room to another with -almost- no loading time.
Each room would be a different Gameobject and will be added one at a time. So we start with one room, and when we finish recreating another room, we add it to the model.
This means the project is going to get bigger after each iteration, and I have to already think about a way to cope with this without losing much performance.
I have imagined a few options, but I don’t know if it is always possible to realize it.
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Create one scene per room. But since the doors between each room will remain open, I will need to pre-load the previous and next room considering the one I am in. Is it possible to load multiple scenes and generate them simultaneously? You know, something like juxtaposing the scenes one next to the other.
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Put all the rooms in one big scene. Then I would benefit from the Occlusion Culling and the Frustum Culling. Would it really work that way? Is it possible to implement a level of detail for the adjacent rooms to reduce the number of details unless we come closer to them?
It looked at a few topics about open-world games because I thought the problem would be similar (generate only what’s necessary), but since it is based on terrain generation, I don’t know if it can be compared.
Anyway, I’m pretty much stuck here. So if you have an idea about this, or questions if I was unclear about my problem, feel free to let me know!
Thanks in advance for your help!