Quad tree terrain LOD engine to Playcanvas integration

No longer using playerMovememt.js. I’m not using Playcanvas physics. Check the scripts under the CharacterDemo entity. Those are using custom collision codes from altern codebase ( which included terrain engine core code) exported out from haxe. Ellipsoid Collision/movement and Raycasting queries are made with altern.EllipsoidCollider and altern.Raycaster respectively.

The collision scene engine is based Fast 3D raycasting/collision Library / Scripts preview If the size of the world is just that (like in the example you gave)… a regular Model/mesh would be better. In fact, i think you are already using a static mesh (a combination of models). In which case, use the examples found in the link above instead.

Regarding TerrainLOD and collision engine, however, i haven’t hooked it up to also recognise nodes with terrainLOD script in order to link collision to those terrain as well (the core altern codebase actually supports this so it’s only a matter of scripting within Playcanvas). Need to come up with an official example that integrates parsing combined collision graph from playcanvas scene graph + terrainLODs/other subtrees nodes support (manage multiple terrainLODs as part of a much larger world as well…). Also need to see what sort of development/level-design workflow would work best as well when it comes to manually placing objects on such large LOD terrains within/outside editor.