P-152: Virtual World Concept Update 44: Chunked Levels of Detail Using Quad Trees Part 13
I have made significant progress in implementing the quad tree optimisation technique. As can be seen from the below images, I am now capable of rendering a small chunk of the terrain, instead of the entire terrain. The images below are rendering the terrain at a very low resolution, but this should not matter. Currently, […]
P-160: Metalworking Forge Update 6
This time I concentrated on the hilt of the blade. I began rounding out the handle, and making the finger choil (the protrusion at the end of the hilt, just before the blade, designed to prevent the users fingers slipping onto the blade during use). I also flattened out the blade more. The top of […]
P-152: Virtual World Concept Update 43: Chunked Levels of Detail Using Quad Trees Part 12
I have decided on a new approach to the optimisation/parsing problem with the quad tree. I will not use a grid, or a coordinate system in the conventional sense. I think that mapping and converting the coordinates into the right frames of reference would have been too unwieldy. Instead, I will use a simple distance-based […]
P-152: Virtual World Concept Update 42: Chunked Levels of Detail Using Quad Trees Part 11
I have made more progress on the quad tree implementation. I have modified the render function inside the spherical terrain code to read data from my optimisation algorithm. This algorithm isn’t implemented yet, at the moment it is just returning everything, with no culling or parsing, however the entire structure of the quadtree is now […]
P-152: Virtual World Concept Update 41: Chunked Levels of Detail Using Quad Trees Part 10
I have included some pictures from my testing of the new quad tree implementation. The images show testing of various different resolutions of the terrain. The highest resolution below has 63,504 vertices, and it’s associated quad tree has a size of 65,536 vertices (4^8). This is the highest resolution that I can render on my hardware […]
P-152: Virtual World Concept Update 40: Chunked Levels of Detail Using Quad Trees Part 9
My solution to integrate the spherical terrain with the quad tree didn’t work as I expected, however I believe I have found a slightly different algorithm that does work. It’s efficiency may be slightly less (with a resolution of 4096, the new algorithm is 99.87% efficient, as opposed to 99.99% for the old algorithm at […]
P-152: Virtual World Concept Update 39: Chunked Levels of Detail Using Quad Trees Part 8
I have given some thought to how I am going to parse the quad tree when I have complete the implementation. Quad trees provide massive performance benefits compared to iterating through each node in a list. They accomplish this by essentially eliminating entire “branches” of the tree without the need to parse individual nodes. In […]
P-152: Virtual World Concept Update 38: Chunked Levels of Detail Using Quad Trees Part 7
I have devised an algorithm to solve the integration problems with between the spherical terrain and the quad tree. Basically, it works like this. The size of the quad tree is the primary determining factor, this would be chosen by the user, and all other values regarding resolution and size are based on this. So, […]
