Thinking about terrains (again)

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It all depends on what the lanscapes actually look like. If you only used one layer, all the rest are culled at export. More detail=more polys (as always - there's no way around it). ALL invisible polys are culled for you at export though.

As for LOD, that's something that needs to be implemented in your own engine. Even if the ALE editor *did* have realtime LOD, it wouldn't help your engine would it?

Or do you mean mesh polygon reduction for exported models :
Don't forget the .x export from ALE. It collapses the 'layers' and bakes the result into 4 textures for you. You could use these as 'far' LOD tiles and the fancy .b3d ones as 'near' LOD tiles. :)

Or export a heightmap from ALE and mix/match Blitz terrains and ALE landscapes.