So we can use new weld modifier to do magical things
this will make giant scenes in blender possible and fast.
I am using a kdtree to get tile locations that need filled - in order of distance - and fill them a few per frame to stream my game in upbge.
I purpose the core developers do the same but on a much larger scale
potentially 3 levels of detail / 3 copies of the system and using alpha clip to mix them would be best
when a tile is ‘loaded in’ assets pinned to the tile also load in
with a system like this we can make vast scenes render very quickly / sculpt on giant patches of planet.
this also has built in system to accelerate sculpting.
the kdtree can quickly yield the tiles in a radius, and each tile uses a ‘Tile kdtree’ and the hitpoint localized to return what vertex will be effected and how far away they are.
returnFromBigTree = bigKdtree.find_range(point,radius)
allEffected = []
for kd_key in returnFromBigTree:
kdtree = TileKdTree
tile = worldTiles[kd_key[1]]
effected = kdtree.find_range( tile.worldTransform.inverted() @ hitPoint ,radius)
allEffected.append( (tile, effected))
runStroke(allEffected)
updateShapes(allEffected)