P-152: Virtual World Concept Update 44: Chunked Levels of Detail Using Quad Trees Part 13
I have made significant progress in implementing the quad tree optimisation technique. As can be seen from the below images, I am now capable of rendering a small chunk of the terrain, instead of the entire terrain. The images below are rendering the terrain at a very low resolution, but this should not matter.
Currently, I am simply adding a certain number of nodes to the vertex list, instead of doing complex distance-based calculation and subdividing nodes. This means I am not actually using the power of the quad tree, this is just a concept test of my ability to render a chunk of the terrain independent of the rest of the terrain.
Since this has gone well, the next step is to implement the optimisation, and then increase the resolution of the terrain significantly. This will be the real “moment of truth” with this, I will need to be able to render the terrain at a high resolution and with a high framerate.
The other problem I will have is that when I implement distance-based vertex selection, I will need to make sure that I select them in the correct order, or the won’t render correctly.




