When I create mesh surfaces, for example with filling a curve and then triangulate them, it usually looks ok, but then there are people that claim it could be more optimised for game assets.
Would anyone know some neat tricks how to optimise the topology with geometry nodes? Let’s say we have a curve in a shape of a circle. How would you go about it?
First type looks like typical top side of a cylinder, second looks like filled curve and the lap example is something I’d like to be able to generate with geometry nodes.
Well, sure, that’s circle done well. But how about something more complex, shapes like this one for example? I used those circles are a simple demonstration of an idea.
Is there a way to do similar operation for this? Maybe not and I’m asking a non sense, you tell me.
Those “optimizations” are mostly manually used for “standard” geometry (often cylinder ends). For such an example the “benefits” might be neglectable.
Mostly this is done manually (maybe some “rules” can be translated into some algorithm ?? IDK ) and the need knowledge and experience is important. (Another reason why the layoffs in the game industry ares suicidal.)