another idea for better lod/chunk control #556
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Thanks. One of our devs looked at it and it isn't really relevant for how we're creating meshes. |
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it started with unity and now intel by using concurrent binary tree for terrain/ocean or even for regular mesh objects
https://arxiv.org/pdf/2407.02215
https://m.youtube.com/watch?v=-Ce-XC4MtWk
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