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A performance-enhancing technique that involves an object in the game world having a varying amount of detail depending on how relevant it is to the current scene.

6 votes
2 answers
953 views

How do I simplify terrain with tunnels or overhangs?

I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but …
KKlouzal's user avatar
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