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I was wondering if anyone knew the difference in performance between using say 8 large meshes vs using many multimeshs to make up the same geometry.

Say for example the landscape in minecraft or cubeworld. A voxel based geometry. Consider the options of a large mesh representing a chunk or many a multimesh of a square face used to make up the same geometry of the larger mesh. Which would have better performance? if any.
Also I assume either way for collisionshapes: having collisionshapes the size of the chunk would work better, as opposed to many collision shapes (static of course)
But I'm especially curious about the rendering of the world.
I know theres the C++ voxel that does a good job of voxel terrain however would be interested in getting it to work (nicely) through GDscript.

Thanks :)

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