Tiling terrain

Blitz3D Forums/Blitz3D Programming/Tiling terrain

I am currently working on a Tiled Terrain system also.
The way I do it is: I have a High detail mesh 54x54 which is my current location,
then I place a ring of 8 tiles around that which are also high detail 54x54 tiles.
Then I place a ring of lower detail 18x18 meshes around that,
Then I place 18x18 mesh rings around those etc.
Each ring is 3x larger then preveous one, it has to be to make a ring.
3x larger and 1/3 the detail.
The 7th ring uses tiles Scaled to 2187, this gives me a viewing area of 118,000 units.
If each unit represents a meter, I have a 118 km viewing area.
I only need 57 meshes to create that whole viewing area.
Also the rings don't have to be rendered that far out.
If you are behind a hill you need only render one ring out.
This makes LOD and Oculation easy to incorperate.
At this point I still get over 330 fps in debug mode.
I am done with the tiling and border patches between tiles.
Now I am working on designing the height mapping part.
Just loading a height map and applying it would be easy but,
I don't plan on using a pre made height map, I want it created on the fly.
That is why I designed a 3d terrain tile algor. which is in the code archeives.
I used 18x18 meshes because they can be divided by 3 evenly.
18/3=6 6/3=2. This is important for aligning larger rings with smaller rings.
I just posted this to perhaps give others an idea.