Closed arpu closed 3 years ago
Hey @arpu!
Internally we use a custom pipeline with some more proprietary processes for the types of data we work with so I'm less familiar with the typical way to generate tilesets. I did come across this repo which looks like a now-defunct set of tools from Cesium for helping to generate 3d tiles. I haven't used it myself but it may be a good place to start.
From this page in the Cesium docs it looks like they've moved to a service model for using the Cesium generation pipeline. There may be other open source projects I'm unaware of, though.
Hey @gkjohnson,
thx a lot for the Information will try the Cesium 3d-tiles-validator and report back
to you think today the 3dtiles is the best format/option for big landscapes?
thx a lot for the Information will try the Cesium 3d-tiles-validator and report back
That would be great -- if it looks promising I wouldn't mind including some information on how to generate tiles in this repo.
to you think today the 3dtiles is the best format/option for big landscapes?
Many games use something like a quad tree to do frustum culling or level of detail on tiles of terrain but I'm not aware of another standardized format used to represent this information. 3d Tiles is a bit more flexible than a quad tree because it supports arbitrary bounds and placement of children so you might be able to write something more specific and a bit faster depending on your data and use case. That would involve writing your own quad tree and your own format, though (unless there's another open source project that supports that already).
Hello
what are the best options today to generate this 3dtiles from a gltf/glb model file or pur threejs BufferGeometry?