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Question by Juliken · May 03, 2019 at 04:12 PM · shadersoptimizationtessellation

Best way for a Snow Path Like

Hello I'm currently working on a project and I need to create a system that modify the ground when a character walk on it.

You can see exactly what I try to do in games like FrostPunk (people created passage in the snow) or Red Dead 2.

I followed this tutorial : https://www.youtube.com/playlist?list=PL3POsQzaCw53KM74XVRXv2xyesLjngfbG

Actually when a character is moving, there is a RayCast from the character to the ground. If it hit the ground, the shader lower the vertices of my ground and lerp to an other texture. It works perfectly with 1 character and a "small" ground.

My main problem is the optimization. I need to do that with 4 characters (each character leave traces) and in a really bigger world. The tessellation help me a lot to show the details but I can't use at the maximum or so I will end up with millions of vertices.

Anyone has idea to optimize this ? I'm still beginner with shader and I dont understand everything.

Thanks in advance.

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