P-152: Virtual World Concept Update 58: Chunked Levels of Detail Using Quad Trees Part 26
I have successfully modified my existing spherical terrain system to render the world using six quad trees instead of one. All code changes for rendering a single level of detail are done, with the exception of some debugging (There are some missing vertices in the final terrain mesh, caused, I believe, by the terrain loading loop […]
P-160: Metalworking Forge Update 8
I believe I am almost finished with my knife making project, or at least, the forging part of it. I replaced the fan that I was using with a much more powerful one, and noticed a huge improvement in performance. The fan forces oxygen into the forge, and this is what controls the temperature, not […]
P-165: Solar System Viewer Update 2
I have made some small additions to the menu system for this project. I had originally planned to allow the player to just rotate the celestial body currently in view, but I think to truly test the immersive VR capabilities of the Oculus Rift (something this project is designed to do) I really need to […]
P-152: Virtual World Concept Update 57: Chunked Levels of Detail Using Quad Trees Part 25
I have decided not to implement the test case for the Chunked Level of Detail system, and move straight to implementing the changes to my existing spherical terrain code. I made this decision because I believe I understand the concepts well enough now to be able to implement them directly, without a test case being […]
P-152: Virtual World Concept Update 56: Chunked Levels of Detail Using Quad Trees Part 24
I have made significant progress with my research into Spherical Terrain, and it seems that I have made some fundamental errors with my current implementation. I have learned that, firstly, each of the six faces of the quad sphere need to have their own quad tree. This means that I need to have six quad […]
P-152: Virtual World Concept Update 55: Chunked Levels of Detail Using Quad Trees Part 23
My attempts to implement a parsable, optimised, quad tree are not progressing well. As I discussed in recent posts, I have implemented the spherical terrain, and the quad tree. However, I can not seem to reliably iterate or parse through the quad tree, in order to produce a list of vertices within range of the […]
P-165: Solar System Viewer Update 1
This is a very short and simple project that I am working on, primarily as a demo for the Oculus Rift Consumer Version, which is due out in Quarter 1 of 2016. It will basically be a simple Solar System Viewer. The user will be able to select from any of the 8 planets, and […]
P-152: Virtual World Concept Update 54: Chunked Levels of Detail Using Quad Trees Part 22
I have come up with a solution for the node subdivision problem that I think will work quite well. I know the node center points, the position of the player, and the view distance of the player. I also know the resolution of each terrain block, which I am calling the “blocksize” (If the max […]
