P-152: Virtual World Concept Update 40: Chunked Levels of Detail Using Quad Trees Part 9
My solution to integrate the spherical terrain with the quad tree didn’t work as I expected, however I believe I have found a slightly different algorithm that does work.
It’s efficiency may be slightly less (with a resolution of 4096, the new algorithm is 99.87% efficient, as opposed to 99.99% for the old algorithm at the same resolution). However, as higher resolutions the algorithm becomes much more efficient (Over 99.99%) and this one should work quite well.
I am currently in the process of testing it, but it should work ok, I am not anticipating any more issues.
The next step is to work on the parsing of the quad tree, and hope I can then use the performance optimisation provided by the quad tree to dramatically increase the resolution of the terrain.
I then need to work on scaling the world to truly massive earth-like sizes, and implement a more realistic procedural texturing algorithm.
Eventually, I plan to turn this project into a multiplayer virtual world of unparalled detail and realism, with realistic day/night cycles, weather, rainfall, plant and vegetation growth, etc.
