nice work guys
No multi select in the video lol
1) We are planning on making multi-presets spawn into the scene and group into a header in the scene entity list if they are a grouped object. This is still to implement, but all the features and options are already stored in each preset you make.
We were not sure whether to drop all presets from the same file into a sub header even if they were not grouped.
By Groups: we mean entities that are part of the same design (e.g. your building) that can be placed onto 1 scene node to improve performance of the whole thing. When you select or drag this, only the 1 sceneNode that is referencing all entities will move and take everything else with it.
In Preset files, the entities can still be seperated and come back into the scene as seperate objects. For example, you could store many mechanics in one preset and drag everything you need into the scene from one preset and you would want them to be seperated rather than grouped together.
2) As for performance, this option of creating a building will be better once the grouping is in place.
There are also plans of batching all the meshes together essentially making it one single mesh which will lead to huge performance gains.
Then the other side or technique we can use when integrated will be occlusion culling, which works really well with modular built designs as it can clip away what it doesnt see.
3) Snap scaling is not yet in the engine because our scaling does not work from absolute unit values. instead the scale is relative to the base scale of the mesh.
A mesh 10 meters across may have a scale of "x=1,y=1,z=1", yet a small 10cm sphere will also have a scale of "x=1,y=1,z=1".