This is being worked on these days, for a different project, lunar-exploration 
related.
Two lab folks are looking into having terrains on that scale, and making sure 
that it runs decently fast.
Perhaps the first results will come in six weeks or so. If you are interested 
in this, reach out to Bret and Nevindu, who are cc-ed on this email… They work 
on a branch in a public fork.

Dan
---------------------------------------------
Bernard A. and Frances M. Weideman Professor
NVIDIA CUDA Fellow
Department of Mechanical Engineering
Department of Computer Science
University of Wisconsin - Madison
4150ME, 1513 University Avenue
Madison, WI 53706-1572
608 772 0914
http://sbel.wisc.edu/
http://projectchrono.org/
---------------------------------------------

From: 'JC Denton' via ProjectChrono <[email protected]>
Sent: Sunday, February 2, 2025 10:54 PM
To: ProjectChrono <[email protected]>
Subject: [chrono] Large Scale Deformable Terrain

I have a very large desert terrain world which I would like to make deformable. 
Its about 3km squared. I understand that making the terrain too large with high 
res will seriously impact performance. I'm wondering if I can instead only load 
a few terrain patches at a time closest to the vehicle? then destroy old 
terrain as the vehicle exits those tiles and load new ones that the vehicle 
enters.
Will this approach work? I don't need to save deformed terrain from old tiles, 
the assumption is the "wind" would cover them back up after a while

thanks!

[cid:[email protected]]
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