If you mean my comments about clearing and rebuilding being faster, I wasn't referring to a terrain engine, I was referring to a general purpose single surface particle and entity system I wrote a year ago. I did mention to EpicBoy that he MAY find it faster to clear and rebuild, and indeed he did find it slightly faster. I did also mention that your mileage would vary considerably according to what you were doing and possibly your system and Blitz version.
I agree with your observation that Blitz seems to change vertex positions immediately rather than do them all together, which would be massively faster for this sort of thing. If vertices don't get updated in animated meshes until you call UpdateWorld, it seems logical to me that dynamic mesh deformation ought to work the same way. At the moment, it appears not to be.
I agree with your observation that Blitz seems to change vertex positions immediately rather than do them all together, which would be massively faster for this sort of thing. If vertices don't get updated in animated meshes until you call UpdateWorld, it seems logical to me that dynamic mesh deformation ought to work the same way. At the moment, it appears not to be.