{"id":2542,"date":"2016-03-31T01:40:17","date_gmt":"2016-03-31T00:40:17","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=2542"},"modified":"2016-03-31T01:40:17","modified_gmt":"2016-03-31T00:40:17","slug":"p-152-virtual-world-concept-update-97-fractal-terrain-generation-part-3","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-97-fractal-terrain-generation-part-3\/","title":{"rendered":"P-152: Virtual World Concept Update 97: Fractal Terrain Generation Part 3"},"content":{"rendered":"<p>I am currently working on a concept for another attempt at getting spherical terrain working. I believe, as I said in previous posts, that the key is to\u00a0use fractal midpoint displacement to generate the terrain, and to use a low-resolution heightfield for the initial terrain mesh. I can then use random numbers (based on a seed) to generate high-resolution quads at close range.<\/p>\n<p>I am still unsure as to how to put all of this together, however.<\/p>\n<p>Based on detailed research into\u00a0the techniques used by the &#8220;Infinite Universe Engine&#8221;, I have come up with a basic strategy.<\/p>\n<p>The general idea this time is to first generate a low resolution heightfield, at load time.<\/p>\n<p>Then, every tick, I will create a new quadtree structure. At long view distances, I will sample the height field, and use it&#8217;s values to populate the quad tree.<\/p>\n<p>As the player moves close to the planet, I will further subdivide the quadtree, and use the heightfields nodes as well as fractal midpoint displacement to generate child nodes.<\/p>\n<p>I should end up with a dynamic Level of Detail system which will render nodes close to the player in high detail, and nodes further away in low detail.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I am currently working on a concept for another attempt at getting spherical terrain working. I believe, as I said in previous posts, that the key is to\u00a0use fractal midpoint displacement to generate the terrain, and to use a low-resolution heightfield for the initial terrain mesh. I can then use random numbers (based on a [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,10,11],"tags":[],"class_list":["post-2542","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","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\/2542"}],"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=2542"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/2542\/revisions"}],"predecessor-version":[{"id":2543,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/2542\/revisions\/2543"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=2542"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=2542"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=2542"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}