I want to implement a third-person shooter game using direct x, for portfolio purposes. I've created a terrain tool using a basic quad-tree space division algorithm. However, I don't think there's a need for terrain tools because the assets we're going to use also includes mesh of all terrain.
There's lots of low polygon plane tiles and meshes representing terrain. (There are hundreds of objects loaded into the blender.) I want to combine all of these meshes into one single mesh to reduce draw calls and gain efficiency in resource management. But what I'm curious about is how to do space partitioning and frustum culling if all the terrains are made up of a single mesh. Can we divide the terrain of a single mesh with irregular sized obstacles and sidewalk blocks as well as tiles into quad trees? Even if divide it, In order for each node to know the terrains contained in it, shouldn't the terrain meshe not combined?
it is a low polygon, so total vertex count of the entire terrain is less than 1 million, so I don't think the performance will be significantly lowered without terrain curling. However, I am still a student, so I can expect additional points if I implement it.