{"id":1471,"date":"2015-08-23T23:58:32","date_gmt":"2015-08-23T22:58:32","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=1471"},"modified":"2015-08-29T01:35:14","modified_gmt":"2015-08-29T00:35:14","slug":"p-152-virtual-world-concept-update-45-chunked-levels-of-detail-using-quad-trees-part-14","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-45-chunked-levels-of-detail-using-quad-trees-part-14\/","title":{"rendered":"P-152: Virtual World Concept Update 46: Chunked Levels of Detail Using Quad Trees Part 14"},"content":{"rendered":"<p>I have made some progress with the Quad Tree Integration. I believe I have partially working support for culling in the terrain code. As the user moves around the world, the code will take note of the players position, and only render a small subset of the terrain a certain distance from the player.<\/p>\n<p>This is a major step forward, but there is a lot of work to be done with this. There is heavy distortion visible, and at certain angles and positions the terrain will not render correctly at all.<\/p>\n<p>I believe the issue may be due to the vertices being added to the render list in a different order to the order that they should be in, resulting in incorrect and distorted polygons being drawn.<\/p>\n<p>I will need to do further research to resolve this.<\/p>\n<p>I think I am making slow, albeit steady progress with the spherical terrain. It is taking a lot longer than I thought, but it is an essential feature of the project, and hopefully, once this is done, the other main features will be much faster to implement.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have made some progress with the Quad Tree Integration. I believe I have partially working support for culling in the terrain code. As the user moves around the world, the code will take note of the players position, and only render a small subset of the terrain a certain distance from the player. This [&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-1471","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\/1471"}],"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=1471"}],"version-history":[{"count":9,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1471\/revisions"}],"predecessor-version":[{"id":1486,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1471\/revisions\/1486"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=1471"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=1471"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=1471"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}