JackStone Posted December 24, 2015 Share Posted December 24, 2015 For the last eight months to a year, on and off, I have been working on a Spherical Terrain System for T3D. This feature is vital to my current project, and I cannot proceed without it.I have created the quad-sphere based terrain, applied noise to it, and implemented collision. I have also implemented a quad tree for each "face" of the terrain, and I am currently attempting to parse the quad tree in an efficient manner, to implement the Chunked Level of Detail that I need to increase the resolution of the terrain without slowing down the system.I am feel I am very close to at least a proof of concept here, but I can't seem to get the optimisation/parsing working properly. I also need to be able to scale the terrain up to an arbitrary size, which will cause additional problems with dynamic additions to the quad tree mesh, etc.I am reluctant post the entire source code, since it is very long, and I doubt that there would be anyone willing to look through all that and try to figure out what's going on.I require this feature for my current project. If I can't get it to work in T3D, I will have no choice but to look into engines like Unity, or others, but I may end up having the same problem there.Is there anyone here that would be capable or willing to help me work through this? I would be prepared to pay for support, if I had to. I would like to keep the code under wraps for the time being, since I may be commericalising this in the future. Quote Link to comment Share on other sites More sharing options...
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