Oh...
There are many opensorce (and not) projects.
What prevents to take and see how it is implemented?
My personal opinion - tiles.
First, it is better for the engine with the rendering a few simple objects are easier than one complex.
Secondly, it is easy to tweak any part without changing the whole map.
Thirdly easy to use fragments repeatedly.
But that is a personal opinion, a lot of THREE.js not digging, although he was thinking about his 3D engine.
The game world consists of:
1. Game environment - static objects and the atmosphere/lighting)
2. Interactive objects in the game world - changes its position in time depending on exposure to any external factors. This game characters, explosions, technical devices (cars, elevators, platforms, etc.)
3. Rules (laws) of the game world - collision, speed, gravity, damage/armor, etc.
How to divide:
1. All of that still or is of natural origin (buildings, trees, grass, rain, snow, wind) - refers to the game environment and level loaded in the scene as a whole. The stage is a whole level or a segment (location). Created entirely in a 3D editor and also loaded entirely before starting the game.
2. Everything that moves (dynamics) are objects of interaction of the 3D scene that are handled by code (controls the rules of interaction). They also prepared into 3D editor, but separately: each object in a separate file.
How to share download:
1. Ship level in the scene.
2. Ship all the dynamics that should be at the level immediately after the upload.
3. Placing all of the characteristics on the dynamics (coordinates, angles of rotation, the starting frame of the animation, gaming features: how much energy, etc.)
4. Allow user-made level to start the game.
And still the question about meshes..
For example , is the basis of the tile - Plane. A flat surface. She has 4 vertex, 4 edge, 2 triugolnik polygon..
That is, if you place 2 tiles that touch each other, between them there will be 2 edge is 0.
Or what?
And when the card to upload from the editor the most, ie all the secrets cleany and everything will be clear - 1 geometry for the entire object
In General, is a matrix level. But you can do arbitrary geometric shapes in the plane and wrap the "rope" (this method is closer to the real world), counting the path length of all such curves of the rope path and defining the shortest/safest/best path/route. Generally, each short section (cut) the route is two control points with the following weights: distance, danger, time, etc.
The development of such "trees" - is determined by the one closest to the set target weights to be killed to collect the most kits, collect guns, go unnoticed, to reach a goal in minimum time, with minimum possible damage to come as possible undetected, etc. - Kyleigh_Hills commented on July 9th 19 at 10:38