I am now reading the generated terrain tile data back from GPU and doing basic collision testing (ray vs. terrain). We test it with one model of man we call">Jose Jalapeno, because of the lacking animation. [smile]
The yellow lines that are visible somewhere mark the boundaries of the tile where Jose currently resides - without this we cannot possibly find him in the world, ever.
We are currently working also on several other things too:
- Finally adding the shadows. We waited with these until quad-tree traversal would be right
- Detailed ground textures, selected by several parameters: climate, bedrock or soil type, terrain slope and curvature etc.
- Elevation datasets with better detail - 30m resolution for many mountain ranges, along with additional datasets for whole world with climate data. These will be used to select the ground material sets and to condition various other subsystems, like vegetation probabilities or modification of fractal algorithm parameters by bedrock type or other local terrain attributes.