A major contributing factor to performance overheads in Crayta is the number of entities in a game. For games using objects that are made up of many meshes (and potentially voxel meshes), that don’t need to regularly be edited (such as a decorated log house made up of many log meshes, doors, windows etc.) it would help to be able to “bake” these entities into one single entity. This would mean the parts of the entity can’t be individually edited as easily, however, it would only count as 1 entity. This would help with performance because the replication of entities from server to clients can be a major contributor to slower performance. It could also make it easier to manipulate the overall entity, without accidentally affecting the “child” entities.
Votes on original board: 7