{"id":1415,"date":"2015-07-26T19:35:23","date_gmt":"2015-07-26T18:35:23","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=1415"},"modified":"2015-07-26T19:35:23","modified_gmt":"2015-07-26T18:35:23","slug":"p-152-virtual-world-concept-update-40-chunked-levels-of-detail-using-quad-trees-part-9","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-40-chunked-levels-of-detail-using-quad-trees-part-9\/","title":{"rendered":"P-152: Virtual World Concept Update 40: Chunked Levels of Detail Using Quad Trees Part 9"},"content":{"rendered":"<p>My solution to integrate the spherical terrain with the quad tree didn&#8217;t work as I expected, however I believe I have found a slightly different algorithm that does work.<\/p>\n<p>It&#8217;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 the same resolution). However, as higher resolutions the algorithm becomes much more efficient (Over 99.99%) and this one should work quite well.<\/p>\n<p>I am currently in the process of testing it, but it should work ok, I am not anticipating any more issues.<\/p>\n<p>The next step is to work on the parsing of the quad tree, and hope I can then use the performance optimisation provided by the quad tree to dramatically increase the resolution of the terrain.<\/p>\n<p>I then need to work on scaling the world to truly massive earth-like sizes, and implement a more realistic procedural texturing algorithm.<\/p>\n<p>Eventually, I plan to turn this project into a multiplayer virtual world of unparalled detail and realism, with realistic day\/night cycles, weather, rainfall, plant and vegetation growth, etc.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My solution to integrate the spherical terrain with the quad tree didn&#8217;t work as I expected, however I believe I have found a slightly different algorithm that does work. It&#8217;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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,10,11],"tags":[],"class_list":["post-1415","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1415"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=1415"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1415\/revisions"}],"predecessor-version":[{"id":1416,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1415\/revisions\/1416"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=1415"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=1415"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=1415"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}