P-152: Virtual World Concept Update 98: Fractal Terrain Generation Part 4
I have made some progress with this concept.
I have modified my existing code to generate the spherical terrains points in real time, as opposed to at load time.
I am also using the distance from the center of the planet to determine the resolution of the pointslist generated. At long distances, the resolution will be 1, then 4, 16, etc. This works fine until I get to a resolution of about 256, and I then start to notice framerate issues.
This is the point at which I need the quadtree. I can no longer generate all of the points at run time, so I need to subdivide the nodes closest to the player and render only those at a higher resolution.
I am still not sure how to properly integrate the quad tree to this system, but I am making progress with it.
The images below show the increasing resolution as the camera gets closer to the planet.





