P-152: Virtual World Concept Update 137: Planet-sized Terrain: Part 16
I think I am starting to see an end in sight for the second milestone of this project.
The objectives that I have left to accomplish are:
- Fully Implement and Verify the Planet scale
- Reimplement/fix player collision
- Additional Levels of Detail for short view distances
- Additional Levels of Detail and support for long view distances, until the planet is out of view
- Collision between non-player objects and the terrain
- Fix the 3D Gravity code (T3D applies gravity on the negative Z axis only by default)
- Reimplement First-Person terrain rendering optimisations
I am hoping that these objectives should take no more than a few weeks to implement.
I believe I have already achieved the first objective, although some more testing may be necessary.
I am currently working on creating additional LOD’s for short view distances. My intention is basically to first subdivide the nodes from the 64-bit world space values to 32-bit values, and cull any nodes outside of the 10k range, this is currently working. I now need to further subdivide the nodes that are left to produce a smooth terrain that looks realistic and aesthetically pleasing. This may involve duplicating the existing subdivision code.
The below image is taken at a 45 degree angle between two points on the sphere, and further verifies that the terrain is at the correct scale.

18/07/2016 , 05:37:28 PM
Torque 3D MIT – P152
