P-152: Virtual World Concept Update 51: Chunked Levels of Detail Using Quad Trees Part 19
This is a preliminary test of the optimised Quad Tree parsing system. The theory seems to be working ok, the terrain is being rendered more of less correctly.
There are some issues with gaps in the terrain, however. I believe these are to do with the the view distance of the terrain. Sometimes a player may be close to a node boundary, which means that both nodes (on either side of the boundary) should be selected. However, it is possible that the view distance only triggers one node to be selected, which results in a gap.
I believe that when I increase the resolution of the terrain (and therefore decrease the distance between the centers of the nodes, since there will be more of them) this problem shouldn’t be apparent any more.
There is some more debugging to do here, but I think I am almost there. The next step is to test the actual efficiency by increasing the resolution of the terrain. Hopefully, I will be able to increase the resolution far higher than I could before I implemented the Quad Tree system.
After that, I can begin work on the Terrain Texturing, and on scaling the terrain up to realistic planetary sizes.
