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 […]
P-152: Virtual World Concept Update 88: Chunked Levels of Detail Using Quad Trees Part 55
I believe I have correctly implemented the 3D to 2D projection code, however, it has not solved the problem. After more research, I have discovered that there are two additional problems with the spherical terrain system. The first is that there is an issue with one of the nodes in each tier, I believe it […]
Virtual Reality: Oculus Rift Preorders Starting in Early 2016, plus a kickstarter for a VR full body Haptic Suit!
The age of Virtual Reality is almost upon us! Oculus Rift Creator Palmer Lucky tweeted on December 22nd that the Oculus Rift is on schedule for release in Q1 of 2016, and that Preorders will be coming “soon after the new year”: Thrilled to share some news: Manufacturing continues to go well, and we are […]
P-152: Virtual World Concept Update 87: Chunked Levels of Detail Using Quad Trees Part 54
I have been researching the current issues that I have been having with the Spherical Terrain in some detail. I believe that, basically, what is happening is that the distances between the player and each node are wrong. Due to the way that the different levels of detail of the quad tree are created, some […]
Game Engine Comparison: T3D Vs Unity 3D
After coming up against a number of severe problems with the Spherical Terrain Implementation that I have been working on (P152) I have given serious thought to changing to a different engine. I have been a loyal Torque follower for about 12 years now, and I have never used any other engine, however, the Unity […]
P-166: New Computer Build: December 2015: Part 4: Building
I have completed my new system build, with the exception of installing the hard disk/s and the Operating System, software, etc. This is a short account of the build. In general, it was very fast and simple, with just one minor problem which I will mention below. The parts I chose were all correct, and […]
P-152: Virtual World Concept Update 86: Chunked Levels of Detail Using Quad Trees Part 53
I have not been able to fix the current issue with the Spherical Terrain Project. I feel that I am very close, but I cannot seem to get the terrain to subdivide correctly. The below video illustrates what I mean. As the camera moves further away from the terrain, the nodes at the back should […]
P-152: Virtual World Concept Update 85: Chunked Levels of Detail Using Quad Trees Part 52: Proof of Concept
I believe I have figured out why the spherical terrain parsing system doesn’t work properly. I have closely examined the nodes stored in the quad tree during the call to build the renderlist. What is happening is that higher level nodes are being rejected because their distance is greater than the view distance, this is […]
