oookkkk...in that case, it's getting more complex. Recreating the object for every added/removed tile will most likely (as you've noticed) be too slow. I can think of two options: Split the map into strips (i.e. for a 512*512 map, that would be 512 strips and each one consists of 1024 triangles) and rebuild those or, if all you want to do is to modify the texture, use one large Object3D and use the PolygonManager it set the textures. It could be bit tricky to figure out which PolygonIDs refers to which tile, but it shouldn't be too difficult either. If you want to modify terrain height and such things, have a look at the GenericVertexController and the IVertexController interface. With them, it's possible to manipulate the geometry of a mesh after building it.