Godot Version
godot 4.2.2
Question
Hello all,
I am trying to find the best, or at least the proper way, to create large landscapes while maintaining good performance using modeling in Blender and exporting to Godot. When should I use MultiMesh, which does not support occlusion culling but does save on batch rendering? Where can I learn more about this subject, with a big emphasis on performance?
Hi,
I’m not sure about creating terrain in Blender. There are at least 3 terrain tools for Godot I know of:
TerraBrush, MTerrain and Terrain3D.
Regarding MultiMesh: This can be used only for meshes that are the same. For example placing lots of grass or trees that have the same mesh.
I’m not sure if this can be used for creating terrain, as the terrain usually doesn’t have many meshes that are the same.
Its not exactly train , its more large city with buildings and roads
You’d probably would want to use city tiles. Basically you model every possible city block, then arrange in a grid, as if it were a tile map.