P-152: Virtual World Concept Update 136: Planet-sized Terrain: Part 15
I believe I have verified that the terrain is at the correct scale.
Testing this is obviously difficult, since manually traversing a realistic sized terrain is not possible. However, I placed the player at a point on the terrain, and then moved the players world position, to a point 90 degrees offset from that point, still on the terrains surface. In effect, the player had travelled from the north pole, to a point on the equator. When I did this, the terrain immediately updated to show the new subdivided nodes, in the correct position on the terrain.
I will need to do more testing on this. I am currently working on plotting more points on the surface of the terrain, and I will also need to take into account the players 32-bit position in addition to their world space position to properly update the terrain nodes. I do think I am very close with this solution, and there will hopefully not be any major problems remaining.
The next goal is to further subdivide the remaining nodes to simply improve quality and smoothness. I can then work on extending the LOD system to very long ranges, so that the player can travel from the surface to a point in space where the terrain is no longer visible. I also need to fix the player collision system, and extend it to handle non-player objects, such as AI players, environment objects, precipitation, etc.

17/07/2016 , 02:16:43 AM
Gnuplot (window id : 0)

17/07/2016 , 04:32:48 AM
Torque 3D MIT – P152

17/07/2016 , 04:28:00 AM
Torque 3D MIT – P152
