I have a quick question... What are some of the best/simplest ways to render large terrains for games such as a MMO or a FPS like Far Cry I have skimmed over some LOD stuff using quadtrees and this seems to be ok but I was thinking of using an LOD technique that changes with distance from camera. I am not sure what this is called. But i was wondering if this would be a good way to go about it. Thanks in advance.

Terrain Rendering
Silverblade2005
One thing you may wish to pay particular attention to if you're planning on having massive worlds (you mention MMO ) is streaming/paging in new terrain data from disk.
The basic idea of it is that in RAM/VRAM you store only the terrain information that is close to (or visible) by the camera, and as the camera moves you load in new data that wasn't previously (but is now) visible, and discard data that is no longer visible...
It's not always necessary, but I've found it to be a particularly useful technique for keeping the applications memory footprint respectable, yet not having an overly small/limiting world/terrain.
hth
Jack
Broomandan
thanks for the info...
and I know what your talking about with the griff, hehe
Krishnaraj Varma
Thanks and sorry for the small hijack
- OO -
JoshLindenmuth
They have some excellent sample terrain engines and optimisation info.
HelpMePl0x
LOD is tricky with terrain, since the transition between levels is usually more obvious than LOD on smaller, moving objects like players. what you want to avoid is terrain "pop", like you get in everquest2 while riding the griffon.