P-152: Virtual World Concept Update 92: Chunked Levels of Detail Using Quad Trees Part 59
It is looking like I may get proof of concept of the spherical terrain implementation very soon. I will not have a game-ready solution for some time, but I should at least know that my general concept is going to work.
I have, as I said in a previous post, created a simple 4×4 resolution terrain, with the proper arrangement of nodes. This was very difficult, and I have had to hardcode a lot of the code to make it work. I have also had similar problems with the other nodes in the first and second tiers, and I have had to hardcode those as well.
However, I have now reached a point where I should be able to test the optimisation function with the small amount of test data that I have created, and hopefully prove that I am at least going in the right direction.

