P-152: Virtual World Concept Update 89: Chunked Levels of Detail Using Quad Trees Part 56
I have made significant changes to the algorithms which I have been using to initialise and populate the quad tree. I now have the terrain successfully rendering using these algorithms.
Unlike the recursive system that I was using, these algorithms use “breadth first” or “level order” search, which means the first tier will be processes first, then the second, and so on. This is exactly what I want.
I am not certain how this will affect the efficiency of the system, but so far, I am only using the algorithms at load time, so it shouldn’t make much difference. I believe my current recursive algorithm should work for the run-time subdivision of the nodes.
I am currently rendering all nodes, for testing purposes, but I believe that I should now be able to run my optimised tree parsing algorithm without the difficulties that I was seeing before. I should be very close to proof of concept here, if everything has worked as I believe it has.


