P-152: Virtual World Concept Update 84: Chunked Levels of Detail Using Quad Trees Part 51: Proof of Concept
I have made some changes to the subdivision code which have addressed the optimisation issues. I can now subdivide the terrain into without processing every node, but, in addition to some other logical issues, there is also a more serious problem. It seems that when I parse the tree correctly (Subdividing only required nodes) the […]
P-152: Virtual World Concept Update 83: Chunked Levels of Detail Using Quad Trees Part 50: Possible Proof of Concept
Upon further testing, it seems that my solution to the parsing and optimisation problem was not actually correct. Even though it did work, when I analysed the number of calculations performed by the function I saw that there was one calculation for each node in the quad tree. This means that it did not actually […]
P-152: Virtual World Concept Update 82: Chunked Levels of Detail Using Quad Trees Part 49: Possible Proof of Concept
I believe I have finally achieved proof of concept with the spherical terrain using CLOD! After 82 posts, including 49 specific to CLOD, I think I am finally there (or almost, at least). At the below video shows, I have successfully implemented a system whereby the terrain will dynamically change detail levels as the camera […]
Simulated Reality
I have been thinking about the concept of Simulated Reality for some time now. I came across this idea from reading the wikipedia article on it. It is closely related to the simulation hypothesis. Basically, the idea is that is it possible to create a computer simulation that is indistinguishable from the real world, and […]
P-152: Virtual World Concept Update 81: Chunked Levels of Detail Using Quad Trees Part 48
I have created a very short video clip showing off the subdivision code as it is now. I am only rendering one face of the quad tree, but the subdivision seems ok. The terrain is being divided into quads based on the proximity of the player to the camera. The main issues now are that the […]
P-152: Virtual World Concept Update 80: Chunked Levels of Detail Using Quad Trees Part 47
I am continuing my work into the subdivision code. It seems that there is a flaw in the algorithm that I am using to generate the points for the quad sphere. I believe this is what caused the seaming issues that I was having previously, as well as the current issues I am having with […]
P-166: New Computer Build: December 2015: Part 3: Candidate Parts Lists
I have prepared three candidate builds for my new machine, with a fourth build that is a final build, it is a combination of the other three. The first build is minimialist, and involved keeping as many of my current parts as I can. I am just upgrading the RAM, Graphics Card, and Hard Drive. This […]
P-152: Virtual World Concept Update 79: Chunked Levels of Detail Using Quad Trees Part 46
I have made some progress with the subdivision code, but it is proving to be more complex than I thought. As the images below show, I have proven that the node edge points and center points are in the correct places. It also appears that the subdivision of the nodes from tier to tier is […]
