P-152: Virtual World Concept Update 103: Fractal Terrain Generation Part 9
I have now basically completed the concept for the spherical terrain.
As the video shows, I can now subdivide through multiple Levels of Detail, and even draw terrain at a resolution of 65,536!
I also have collision working, as the images show, although there are some issues with this. The collision hull doesn’t seem to update fast enough as the player moves around the world, resulting in them falling through the terrain. This will need to be fixed.
Other than that, I am very happy with the progress that I have made. The next goals will be fixing the collision bug and implementing triplanar texturing. I suspect the the texturing will be extremely difficult, although I may be pleasantly surprised.
I also have to render the terrain as a sphere (I am currently just rending one of the six faces of the quadsphere, and there may be some work involved in re-implementing the other five faces) and I need to scale the terrain to realistic planet sizes. This will also be difficult.



