thanks! i actually did start working on that but ran into an issue with it. many of my environment meshes have large triangles that span basically a whole dimension of the mesh, so the resulting bvh wasn’t very useful. i still need to think about how to proceed, will maybe have to subdivide some of the large triangles in my meshes
this is really impressive stuff! adding BVH for collision detection will probably be needed at some point, unless the maps are very simple
thanks! i actually did start working on that but ran into an issue with it. many of my environment meshes have large triangles that span basically a whole dimension of the mesh, so the resulting bvh wasn’t very useful. i still need to think about how to proceed, will maybe have to subdivide some of the large triangles in my meshes