{"id":3227,"date":"2016-07-14T19:04:34","date_gmt":"2016-07-14T18:04:34","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=3227"},"modified":"2016-07-14T19:04:34","modified_gmt":"2016-07-14T18:04:34","slug":"p-152-virtual-world-concept-update-133-planet-sized-terrain-part-12","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-133-planet-sized-terrain-part-12\/","title":{"rendered":"P-152: Virtual World Concept Update 133: Planet-sized Terrain: Part 12"},"content":{"rendered":"<p>I have completed the re-introduction of the LOD&#8217;s. I can now properly subdivide between multiple levels of detail using the new coordinate system.<\/p>\n<p>The images below dont have noise applied to the LOD&#8217;s, so the subdivisions don&#8217;t look like they are actually adding detail, but the solution does work.<\/p>\n<p>I was able to basically program the system to function between a distance of 0 and 10,000. This should work, since the renderable area of the terrain is going to be a &#8220;snapshot&#8221; of the entire terrain, rescaled to a coordinate system that doesn&#8217;t exceed 10,000 units.<\/p>\n<p>The next objective is to test the floating origin system. I need to be able to move the player in 64-bit space, then grab any nodes within close proximity to the player, and render those in a 32-bit compatible coordinate system.<\/p>\n<figure id=\"attachment_3223\" aria-describedby=\"caption-attachment-3223\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_54-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3223\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_54-AM-300x194.jpg\" alt=\"WDExpress 13\/07\/2016 , 01:50:54 AM P152 - Microsoft Visual Studio Express 2015 for Windows Desktop\" width=\"300\" height=\"194\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_54-AM-300x194.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_54-AM-768x498.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_54-AM-1024x664.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_54-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3223\" class=\"wp-caption-text\">WDExpress<br \/>13\/07\/2016 , 01:50:54 AM<br \/>P152 &#8211; Microsoft Visual Studio Express 2015 for Windows Desktop<\/figcaption><\/figure>\n<figure id=\"attachment_3225\" aria-describedby=\"caption-attachment-3225\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_38-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3225\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_38-AM-300x194.jpg\" alt=\"P152_DEBUG 13\/07\/2016 , 01:50:38 AM Torque 3D MIT - P152\" width=\"300\" height=\"194\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_38-AM-300x194.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_38-AM-768x498.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_38-AM-1024x664.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_38-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3225\" class=\"wp-caption-text\">P152_DEBUG<br \/>13\/07\/2016 , 01:50:38 AM<br \/>Torque 3D MIT &#8211; P152<\/figcaption><\/figure>\n<figure id=\"attachment_3224\" aria-describedby=\"caption-attachment-3224\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_43-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3224\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_43-AM-300x194.jpg\" alt=\"P152_DEBUG 13\/07\/2016 , 01:50:43 AM Torque 3D MIT - P152\" width=\"300\" height=\"194\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_43-AM-300x194.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_43-AM-768x498.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_43-AM-1024x664.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_43-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3224\" class=\"wp-caption-text\">P152_DEBUG<br \/>13\/07\/2016 , 01:50:43 AM<br \/>Torque 3D MIT &#8211; P152<\/figcaption><\/figure>\n<figure id=\"attachment_3226\" aria-describedby=\"caption-attachment-3226\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_36-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-3226\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_36-AM-300x194.jpg\" alt=\"P152_DEBUG 13\/07\/2016 , 01:50:36 AM Torque 3D MIT - P152\" width=\"300\" height=\"194\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_36-AM-300x194.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_36-AM-768x498.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_36-AM-1024x664.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2016\/07\/PhoenixGameDevelopment-13_07_2016-01_50_36-AM.jpg 1922w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-3226\" class=\"wp-caption-text\">P152_DEBUG<br \/>13\/07\/2016 , 01:50:36 AM<br \/>Torque 3D MIT &#8211; P152<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>I have completed the re-introduction of the LOD&#8217;s. I can now properly subdivide between multiple levels of detail using the new coordinate system. The images below dont have noise applied to the LOD&#8217;s, so the subdivisions don&#8217;t look like they are actually adding detail, but the solution does work. I was able to basically program [&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-3227","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\/3227"}],"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=3227"}],"version-history":[{"count":2,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3227\/revisions"}],"predecessor-version":[{"id":3235,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3227\/revisions\/3235"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=3227"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=3227"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=3227"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}