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Nov 13, 2017 at 13:05 vote accept Basic
Nov 13, 2017 at 13:05
Nov 7, 2017 at 11:52 comment added Basic I'm still unconvinced. Why have 30+ layers of known-useless processing? It's not elegant, let alone efficient. I take your point about time to walk across, but we're simply talking about terrain generation. Nothing that says I have to center at the origin, nor that flying at high speed is impossible (although I wouldn't be meshing at that speed!). FWIW I'm using doubles internally to avoid that precision problem.
Nov 7, 2017 at 3:52 comment added Jimmy as far as the player is concerned, "a billion miles" is pretty close to "infinite". More arguments for a fixed initial volume added to answer.
Nov 7, 2017 at 3:50 history edited Jimmy CC BY-SA 3.0
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Nov 7, 2017 at 3:43 history edited Jimmy CC BY-SA 3.0
added 1259 characters in body
Nov 7, 2017 at 3:18 comment added Basic Thanks for answering. I can't just pick a massive initial volume as my terrain is infinite (that's my goal). Watch the video to get an idea. As such, my tree of nodes would just get ever-higher. Assuming small nodes are rock-scale, that would mean potentially dozens if not hundreds of levels as I travel across a continent. Re: Meshing across, let me add some more detail to the question [Done]
Nov 6, 2017 at 19:50 history answered Jimmy CC BY-SA 3.0