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		<title><![CDATA[Infinity Code Forum — RealWorldTerrain - managing a large number of tiles creations]]></title>
		<link>https://forum.infinity-code.com/viewtopic.php?id=2395</link>
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		<description><![CDATA[The most recent posts in RealWorldTerrain - managing a large number of tiles creations.]]></description>
		<lastBuildDate>Mon, 27 Oct 2025 14:54:12 +0000</lastBuildDate>
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			<title><![CDATA[Re: RealWorldTerrain - managing a large number of tiles creations]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=9913#p9913</link>
			<description><![CDATA[<p>Yes, you will lose the ability to modify them together.</p><p>Use Size Type - Mercator Sizes or Fixed Sizes to still be able to combining them accurately.</p><p>Or you can try the following:<br />Generate your area with the minimum settings you can set, with no textures or additional elements.<br />After generation, split the objects into scenes, and re-generate them in good quality.<br />I have no idea if this will work for 10000 tiles.<br />That&#039;s the highest value I&#039;ve heard among everyone who wrote to support.<br />But this is the only way to generate the whole area that might work.</p><p>API:<br /><a href="https://infinity-code.com/doxygen/real-world-terrain/">https://infinity-code.com/doxygen/real-world-terrain/</a><br />Example:<br /><a href="https://forum.infinity-code.com/viewtopic.php?id=1447">https://forum.infinity-code.com/viewtopic.php?id=1447</a></p>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Mon, 27 Oct 2025 14:54:12 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=9913#p9913</guid>
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			<title><![CDATA[Re: RealWorldTerrain - managing a large number of tiles creations]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=9912#p9912</link>
			<description><![CDATA[<p>By dividing the generation into multiple tiles, I might lose the ability to modify them all together. Furthermore, since I work with real-world data, I am concerned that generating them separately will prevent them from combining accurately. I am not sure what you mean when you suggest to use the API.</p>]]></description>
			<author><![CDATA[null@example.com (J.Degiu)]]></author>
			<pubDate>Mon, 27 Oct 2025 08:08:28 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=9912#p9912</guid>
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			<title><![CDATA[Re: RealWorldTerrain - managing a large number of tiles creations]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=9911#p9911</link>
			<description><![CDATA[<p>Hi.</p><p>Unfortunately it is not possible out of the box.<br />RWT works in such a way that it first creates all terrains, then generates heightmaps for all, then textures for all, then other data.<br />This is done to optimize performance and memory usage.</p><p>You need to split your generation process into multiple starts either manually or using the API.</p>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Fri, 24 Oct 2025 09:57:58 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=9911#p9911</guid>
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		<item>
			<title><![CDATA[RealWorldTerrain - managing a large number of tiles creations]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=9910#p9910</link>
			<description><![CDATA[<p>I&#039;m in need to have a terrain consisting of 1.000 &lt; x &lt; 10.000&nbsp; tiles , to then convert it to Gaia Pro vs and manage it with the Terrain streaming. </p><p>since this process for RWT is heavy and I sometimes experience crashes I would like to know if is possible to disable the tiles after they are created and unload them from the scene. </p><p>I&#039;m open to any suggestion to deal with it</p>]]></description>
			<author><![CDATA[null@example.com (J.Degiu)]]></author>
			<pubDate>Fri, 24 Oct 2025 08:57:57 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=9910#p9910</guid>
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