@bezdiga.dev: Devlog #11: Dynamic Branches On impact, the branches were going straight into the terrain… which didn’t look right at all. So I made them properly react to physics. What do you think of the result? #devlog #indiedev #gamedev #unity3d
things like this would turn a 40 GB game into 250 Gb
2026-02-10 13:34:30
363
Chillen :
this is cool because so many games skip that and see it as an unnecessary detail
2026-02-09 04:39:13
1125
samtsa :
in order to optimize, you should make it so that unless there's a nearby object, it reverts to a unibody
2026-02-09 11:40:16
169
quiche peanemis :
Sons of the Forest has like 20,000 trees or something ridiculous in its map and the trees dont do this for a very good reason. Computers cannot process a big game that uses physics like this in this way. RDR2 is like the closest simulation to real life we’ve ever gotten, and you sacrifice lifelike details, like chopping a tree, for a world that put its focus elsewhere. Basically I’m saying is no game needs to have trees like this.
2026-02-09 21:42:49
18
bezdiga.dev :
I see this has turned into a long and interesting discussion, so just to clarify a few things.
What I’m showing here does not add any memory overhead. It’s the same tree — same texture, same material — so 0 additional memory.
As for meshes, there’s one static mesh and one separated mesh — we’re talking kilobytes here, not even close to megabytes.
As others have already mentioned, proper memory management can also be applied: the dynamic mesh is loaded only when needed and kept in memory as long as required. Once it’s no longer used, it goes into a waiting buffer, and if it’s still unused after some time, it gets released. This avoids frequent load/unload cycles.
Another concern is physics, but with proper optimization I believe this could run even on a mid-range mobile device.
2026-02-10 22:16:22
5
dw_im_sleeping :
wouldn't that be too intense for the players pc? this is just one tree too
2026-02-10 03:02:47
13
ofdarknessandashauthor :
Who cares if the branches phase into the ground?
2026-02-10 15:51:15
9
RuffAsGuts :
I can hear my CPU fan already 😂
2026-02-12 13:30:42
6
🌙☆ Saa ☆ #1 K Lover 🩷💫 :
all the things just to make performance worse
2026-02-09 09:33:41
20
Santanas :
its very heavy.
2026-02-09 21:49:51
109
Järkevin :
If gta 6 don't have this i won't do anything about it
2026-02-11 19:50:40
9
Crazy evil :
Damn
2026-02-09 02:42:25
34
🔧☢️Urbexer☣️🟧 :
cut down the tree now dude?
2026-02-09 01:19:22
8
️ :
wow
2026-02-08 20:30:40
10
ムののり :
sound like : your PC cant run that
2026-02-09 17:16:32
21
ZipBomb :
you should optimise it so it doesn't act like this unless something enters it's hitbox
2026-02-12 15:21:01
4
Minchionick :
bello
2026-02-12 05:59:13
2
Johny Bravo :
looks much better done than rust
2026-02-11 23:24:42
6
Chaimun95 :
Maybe to fix the fps factor only trigger the complicated model after the tree is cut down?
2026-02-12 00:36:19
3
Gamedadie :
Well should be fine if trees are main mechanic
2026-02-12 08:47:22
0
PINK :
To people saying it drops performance. No, until you shake the whole forest. If you don't touch them, they cost no process
2026-02-10 13:44:36
4
Pupsix :
Maybe all of them be one piece while standing and turn to “reactive” when u fell them
2026-02-12 07:02:21
0
Neolithic Dawn :
Cool until you need a whole forest then your physics and rendering memory explodes 😂 you could however use proxy trees with a rough collision that are replaced by the dynamic variant on collision, but you’ll still have serious memory management issues to solve.
2026-02-09 23:26:09
4
br_b310 :
the forest 🗿
2026-02-16 18:51:46
2
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