P-152: Virtual World Concept Update 36: Chunked Levels of Detail Using Quad Trees Part 5
I am still working on the quad tree implementation.
I have spent a considerable amount of time on working on this, but have not been able to successfully integrate the quad tree with the spherical terrain yet.
The spherical terrain algorithm that I have implemented is very complex, and changing the number of vertices used to generate the terrain to a power of 4 is proving to be difficult.
The terrain uses noise generation for randomness, which involves creating a vector with a specific number of vertices. In addition to this, the code for the vertex buffer that I am using to store the vertices also needs to be changed.
I am restricted by the limitations of the quad sphere algorithm to having the world divided into six planes, which is where most of the difficulty is, but I am confident I will be able to solve this issue eventually.
