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Collision works using a HeightMapShape. The mesh is perfectly aligned with the collision shape. Your suggestion, as is, will make the collision shape and mesh be out of alignment pretty much everywhere between vertices except on flat areas. We would have to generate our own collision shape. If we did it would be after #278.
Also I intend to experiment with triangle strips and a meshless terrain. I don't believe that pattern can be made with them.
Another solution might be #228 tessellation and/or non-uniform lods. Though I do see Witcher3 uses a symmetric grid.
TokisanGames
changed the title
[Feature Request] Alternating mesh quad diagonals for symmetrical grid
Alternate mesh quad diagonals for symmetrical grid
Aug 28, 2024
Description
Alternating diagonals would allow symmetrical deformations and reduce the zigzag triangle spikes.
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