Hello,
Few thoughts
as FlightGear moves to osg there is a nice virtual terrain project which is
integrates with osg.
The site for the project is http://www.vterrain.org/ and some papers are
here http://www.vterrain.org/LOD/Papers/.
Personally I like Thatcher Ulrich adaptive quadtrees approach ( which allows
to load chunks in runtime and thus it is possible to ) the approach is
implemented in Soul Ride game which source could be obtained here
http://sourceforge.net/projects/soulride/ ( this one specific implementation
does not feature loading new chunks but I seen the java code with the
functionality.
anyhow there are quite a bit of approaches which are presented at
http://www.vterrain.org/LOD/Papers/ and some are more hardware friendly than
adaptive quadtrees.
Regards
Sergey Kurdakov
http://www.sim-ai.org/simplestgame.htm
http://www.sim-ai.org/FlightGearlesson.htm
On 11/1/07, Tim Moore <[EMAIL PROTECTED]> wrote:
>
>
> A flight simulator has specialized needs from a terrain engine: good
> close-up detail
> for near or on- earth operations, terrain stretching to a far horizon,
> no-pause loading
> of terrain from everywhere on the round earth, accurate material
> properties for ground
> polygons. I don't know of any free project that offers this.
>
> I think we have the expertise, both on the production / GIS side and the
> programming
> side, to create a first-class world terrain and terrain engine that would
> be taken up
> by other projects too. I personally want to work on this, but I need to
> help get our
> OSG house in order first.
>
> I'll start a Wiki page with some of my ideas (which aren't very original).
>
>
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