Ok, I've done some optimisation and the mesh I mentioned previsouly is now taking a more reasonable 42ms to decimate. It's pretty close to real time even if you don't do the decimation in the background - I'm blowing holes in the terrain in Thermite and it's working nicely. That said, it's still rather slow in
debug builds. Anyway, I think you guys can give it a test if you like

There is some class documentation
available here, but the bit you really want to know is:
Quote:
Given a mesh called 'mesh', you can create a decimated version as follows:
Code:
SurfaceMesh<PositionMaterial> decimatedMesh;
MeshDecimator<PositionMaterial> decimator(&mesh, &decimatedMesh);
decimator.execute();
Let me know how it works out, and if you do see any rendering performance improvements. I haven't even tested that aspect in Thermite yet.
onimatrix wrote:
Nice work David! I left my project on standby after starting to work in Facebook games (Yeah... I have to eat). I need every minute I have to get inside the social game mindset. Hopefully, the games with which I have grown will overthrow this... thing.
I've never played a Facebook game - I guess I'm not 'Web 2.0' enough for that kind of thing

Still, I've wondered whether there's some potential for voxels with WebGL...