P-152: Virtual World Concept Update 130: Planet-sized Terrain: Part 9
I believe I have achieved a preliminary proof of concept for the planetary scale terrain.
I achieved this by taking six images, one at each “Point” of the quad sphere. The player was spawned at a distance of 6137000 meters from the radius, and at each point, they were spawned close to the surface, and each point was central to that side of the quad sphere. This is not exhaustive, but I feel I have achieved a basic working system now.

26/06/2016 , 01:30:34 AM
Torque 3D MIT – P152

26/06/2016 , 12:15:09 AM
Torque 3D MIT – P152

26/06/2016 , 12:07:03 AM
Torque 3D MIT – P152

26/06/2016 , 12:07:16 AM
Torque 3D MIT – P152

26/06/2016 , 12:09:03 AM
Torque 3D MIT – P152

26/06/2016 , 12:11:34 AM
Torque 3D MIT – P152
I also took the following two images. In the second image the camera is 10,000 meters to the right of the first, in 64-bit space. It can be clearly seen that all of the nodes are exactly the same, except that there are an additional two nodes on the right in the second image that aren’t in the first. This proves that moving the players position in true world space causes the terrain to update dynamically. Extending this to the entire terrain, the player should be able to walk anywhere on the planet that they want to without any issues.
The next objectives will be bug fixes, adding the floating origin system to the terrain, and working on the distance scaling of the terrain.
P152_DEBUG
26/06/2016 , 12:13:23 AM
Torque 3D MIT – P152

25/06/2016 , 02:27:31 AM
Torque 3D MIT – P152

