Tiling terrain

Blitz3D Forums/Blitz3D Programming/Tiling terrain

'Swift', you need to end this unhealthy fixation with me.

Wiebo, I think the next step would probably be to split the terrain into about 16 meshes, each with a high and low-res version, with maybe a third really low-res one. Then you go through and hide/show the different LOD meshes based on distance. I can't think of any way to process terrain meshes fast enough where you can LOD like Blitz terrains do.

Once that is implemented, it should be possible to do much larger terrains with the same polycount. The mesh above is all at the highest LOD I would want, and it's 50,000 polys. Any bigger without LOD and it gets too hard to work with.