We started prototyping the physics, collisions and rendering engine optimization on Unity. We’ve managed to get quite nice amount of stuff running at decent frame rate by keeping the individual mesh polygon counts low so that the geometry can be rendered in batches.

Physics, collision and occlusion prototyping
We started prototyping the physics, collisions and rendering engine optimization on Unity. We’ve managed to get quite nice amount of stuff running at decent frame rate by keeping the individual mesh polygon counts low so that the geometry can be rendered in batches.