correct me if I'm wrong, but entitydistance if pretty fast,
all it has to do is a calculation like
d=sqr((a*a)+(b*b)+(c*c))
It's surely a lot faster than rendering several thousand triangles.
What's tricky with a lod system if you once got the models in the required various LODs, is to sync them. While static models don't need to be synced, LOD is especially useful for animated models such as characters.
Some engines use a VIS system for static content and LOD for the animated parts.
I wouldn't worry too much about the speed of entitydistance, it's a simple calcualtion, compared to the millions of operations that need to be performed to render a scene.
all it has to do is a calculation like
d=sqr((a*a)+(b*b)+(c*c))
It's surely a lot faster than rendering several thousand triangles.
What's tricky with a lod system if you once got the models in the required various LODs, is to sync them. While static models don't need to be synced, LOD is especially useful for animated models such as characters.
Some engines use a VIS system for static content and LOD for the animated parts.
I wouldn't worry too much about the speed of entitydistance, it's a simple calcualtion, compared to the millions of operations that need to be performed to render a scene.