Aye, I just commited the first implementation of the tiling scene manager. It tiles in classic "Pirates!" style. Every tile is described in a text based definition file that defines a height map for the terrain and references to the four adjacent tiles. Furthermore there are definitions for objects that can be placed on the tiles (parsing is done already, but the scene nodes are not created yet, will do that tomorrow). Collision detection is integrated as well, anything higher than y=40 blocks while 38-40 will be handled as a shoalf.
Beware, the current tiles and heightmaps in CVS are bogus and just to demonstrate the features of the new scene management. This will be fixed for 0.2.2.