P-152: Virtual World Concept Update 29: Spherical Terrain: Paging, Optimisation, and Chunked Levels of Detail
I have been researching the next stage of the spherical terrain. I need to implement some kind of optimised paging system. Rendering an entire planet-sized terrain at once is, obviously, impossible, so I need to find a way to page the terrain to ensure it can be represented in the game.
The two most common techniques that I have seen that are capable of this are geomipmapping and chunked levels of detail. I am researching both options at the moment, and I am currently leaning towards the CLOD implementation.
Once this is done, I should be able to render massive worlds with little difficulty.
