P-152: Virtual World Concept Update 99: Fractal Terrain Generation Part 5
I have integrated the quadtree with the spherical terrain rendering system.
Currently, I am not using any kind of fractal midpoint displacement function. I am generating a low-resolution heightfield of a given size, and then I am loading this into a quadtree. This is being done in real time at the moment, but should be done at load time, since it only needs to be done once.
I am then getting the distance from the player to the center of each node in the quad tree, and rendering only those nodes within the view distance.
This is an important step, and I am now in a position to subdivide the nodes closest to the player further, and use the heightfields node data and some random noise to generate the child nodes at a higher resolution.
I am not sure how to do this, conceptually this is fairly simple, but technically it is very complex.
The images below show the nodes being rendered based on the players position. The closer the player gets, the more nodes are rendered.





