If you don't use zylann's plugin, you can use meshes with a splatmap shader for texturing.Įdit: I'm sure there's ways you can get around floating point precision errors, I've heard of people moving everything so that the player stays at/near world center. You can make your life a little easier if you use a heightmap, there's a good plugin for that, but it's had a lot of collision problems before. You can do this if you have your terrain mesh in multiple square "chunks", then duplicate the files, decimate the mesh(for lower detail), and when the camera gets beyond a certain distance away from a chunk, switch to a lower LOD. This just means using lower poly meshes as that part of the terrain gets farther from the camera. I don't know if you've heard of this, but open world games use a system called level of detail(LOD). However, a large map can slow your game down, just because it means much more tris than a small map. In blender, you can see the number of triangles in the top right corner(or bottom right if you're using the latest version), this number will affect performance. The size doesn't matter, it's just the detail of the mesh that will cost more. The size of a mesh doesn't actually matter unless you get float precision errors, this just means some vertices far from world center might not be in exactly the right place.
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