Can we create massive and high quality detailed mountains in threejs with lagging?

Why is it when we generate high quality terrain with threejs it take too much toll on the cpu on webgl, can we make high quality and high detailed mountainous terrain with threejs like this webgl mountains propject?

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Yes, that is possible without lagging. But it is common to use a LOD geometry instead of a geometry that has maximum resolution everywhere. Having the same vertex density 10 km away as in the immediate vicinity is a waste of resources.

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An massive mountainous terrain would provide a great place for virtual life where the inhabitants is separated by large mountainous barriers for players to climb and explore a massive land that is actually endless for providing virtual properties in the coming years.

The problem with large area environment is the texture it get to pixelated on close up.

I made this a while ago:

w or s to raise/lower balloon. e to get out and walk around.

wind direction changes based on distance to ground.

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I went back on the threejs + cannonjs engine and update it to r177 and I am surprised that its now even faster, before it could not drive normally but the new update is even faster and feel lighter, I am beginning to imagine to like to make new open world cities on my free time.

Threejs + Cannonjs r177 test it can now handle massive environment.

Testing the limit of threejs + cannonjs how far it can handle a large scale environment.

Fixed terrain topoloy to prevent vehicle clipping when jumping

Added artificial crowd to follow me around to keep me company while playing

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