P-152: Virtual World Concept Update 91: Chunked Levels of Detail Using Quad Trees Part 58
I will likely have to postpone this project, or at least downgrade it in importance, since I have several other projects still to complete (before the Oculus Rift is Released). I have spent far more time on this than I had planned to, and I am not really very close to finishing it. It is vital for my virtual world project, which is my ultimate goal, and so it will need to be completed.
I intend to continue working on it at a slower pace, but prioritise other projects over it until I have more time to spend on it.
I am still doing some testing on my latest code changes, and I may yet achieve proof of concept. Even if I do, it will still be some time before the terrain is ready to use in-game.
I will post shortly about my plans for the next stages in my virtual world project. I will just use a stock T3D flat terrain for the moment, and experiment with other aspects of the virtual world, such as dynamic world generation, multiplayer and server setup, user interfaces, chat, and of course the ability for the player to interact with the world. My intention is to “simulate reality” as much as possible, so players should be able to build , combine, create, and interact to an unparalleled degree.
I can experiment with all of that using a conventional flat terrain, although, as I said, I will need to upgrade to a spherical terrain system eventually.
I have succeeded in creating a terrain of resolution 16 (4×4 nodes). I am now testing this to see if I can parse it in an optimal way. I have not yet finished doing this, but this is quite important. If it works, I could claim to have achieved proof of concept, and I may just need to continue with my current idea. If it doesn’t work, I may need to go back to the drawing board completely.


