Skip to content(if available)orjump to list(if available)

When to make LODs (2021)

When to make LODs (2021)

5 comments

·July 16, 2025

iFire

In godot engine we decide to do a continuous level of detail based a pixel error metric. (simplified explanation pixel-error -> based on fov -> based on floating point error of the meshopt_simplifyWithAttributes function)

The 12 ish lods are automatically generated by https://github.com/zeux/meshoptimizer.

https://docs.godotengine.org/en/stable/tutorials/3d/mesh_lod...

We allow a hierarchical level of detail if people want to set it up.

iFire

Our budget couldn't afford Epic Games style nanite, but there are three js implementions.. so it's not impossible to recreate.

- https://github.com/AIFanatic/three-nanite

- https://news.ycombinator.com/item?id=42974461

three-nanite is based on https://github.com/zeux/meshoptimizer cutting each mesh into maybe 124 triangles per chunk.

esperent

That's a cool demo (even if it doesn't work on my phone, I get it from the video), but it's a long, long way from a nanite implementation. At best I'd call it dynamic LODs or something.

e-topy

Jason Booth (the author) also has a YouTube channel talking about similar topics. I really liked his 'Practical Optimizations' video: https://youtu.be/NAVbI1HIzCE

mrala

LOD = level of detail