I’ve asked this on the Answers page, but it’s now on the third page, so I doubt I will get any answer or opinion there, maybe someone here could help me.
I’ve seen a video with the guys from Kerbal Space Program discussing how they managed to make that game in Unity. For planets, they generate more vertices where the player currently is. How can they do that? I know that they’ve different levels of detail, but how can they put all of that in one mesh? With CombineMeshes? Or is it more than one mesh, grouped together? If someone could tell me how in a few steps how this could be accomplished, that would be great help!
when you must ask how to do it chances are you won’t achieve it or at least it would be difficult. theres an asset named “planetary terrain” in the asset store doing exactly this also also generating a variaety of planets. so safe you the time and effort to try it yourself and choose a solid and tested solution.
Yeah, I know that coding it myself is the harder way, but that’s how I learn programming. I might buy it later on, if I can’t figure out the texturing of the planet, or the good parameters for noises, but for know, I’m just doing a prototype, to figure out if my game would be any fun. If not, then the 90$ was for nothing.
Problem is, that’s only for the pro version, and as of now I’m working on the free version.
I also got an idea on how to implement it yesterday, but if anyone have any experience with this, I would still gladly hear about it.
what do you need detailed planetary surfaces for a gameplay prototype for? just use an untextured sphere to determine if gameplay is fun or not. ever heard of opportunity costs? i don’t know how long it takes you to earn 90$ but i guess its way quicker than developing such a system for yourself. so purchasing it gains you more time. if you really do it just for learning then also do the research as there is plenty of material out there. noone wants to “waste” time to repeat this complex stuff in order to save you some time for a “maybe” prototype. so what you say does not really match together for my taste.
Well okay, this part isn’t really about prototype, it’s more of a challenge or something like that. And it’s not like I came running to the forums the moment I didn’t know the answer. This has been bothering me for a few days now. I also did some research, although my Google skills aren’t really the best, and I don’t know any site that would collect scripts like these, but the documentations I found never really said anything about how the meshes would be replaced.
And I never wanted anyone to waste their times on me to write the whole script, or write every step needed. All I asked was a few questions, which can be answered in one or two sentences, and a few points about the mechanism of it.
BTW never mind now, I found out how to do it with relative ease, and the code works as intended, so I guess this is solved now.
You should be able to create the same sort of LOD system that unity pro offers by just swapping in prefab meshes yourself in code.
Ultimately you need to figure out if you use case is more suited to having pre-baked meshes with varying detail, or if you need to dynamically adjust the LOD in real time. For instance if you only need 2 or 3 different detail levels, pre-baked meshes are likely the best approach. If you need 100 different levels, or if your terrain is randomly generated or modified by the player, then you made need a computational approach to adjust the level of detail.