Description:
In large scenes, such as virtual campuses or open-world levels, performance becomes a key concern. Three.js provides multiple strategies to manage performance:
- Level of Detail (LOD): Load different geometries depending on the camera’s distance from the object.
- InstancedMesh: Share a single geometry and material across thousands of objects (e.g., trees, bricks, etc.).
- Frustum Culling: Skips rendering of objects outside the camera view.
- Manual Object Pooling: Reuses objects instead of creating/removing them frequently.
Use Cases:
- University campuses or city scenes in VR.
- Large educational experiences like robotics labs.
- Mass object rendering (e.g., forest, crowd simulation).
Advantages:
- Drastically improves performance.
- Reduces memory and draw calls.
- Works seamlessly with physics libraries if coordinated properly.
Limitations:
- Adds complexity in scene setup.
- Instancing is limited in terms of individual customization.
- Requires camera-aware logic (for LOD/frustum).