I am wanting to generate a planet's terrain. I want the detail to increase as the viewer approaches the surface. Here is a video showing it in action: (this is not mine, it's just an example)
[media]http:
The rough idea is to have 6 surfaces (cube faces) that will be "spherefied" once the detail level and the height map is applied. This will make a planet-shaped mesh with a rough surface. Each of the face of the cube is a separate quadtree object that uses the "distance" from the center (camera) to determine what detail level each chunk of the quadtree is at.
This works fine on approach, but I have a maximum level of detail that I can't get past. I'm using Perlin noise to generate the surface features, but it seems very plain until I get around 10 levels of detail. At 10 and higher, the noise starts to become lines like rows of plants in a garden. Here is an image:
[attachment=21200:Untitled.png]
I'm really not sure where to start to correct this. I think there is a limitation to Perlin noise that is causing this. It may be the use of floats causing this or it could be the sample size..... Don't know.
If this limitation exists, I think I might have to come up with a way to generate greater detail using a trick I've been thinking about.....
I don't want to waste too much time on this because I want to get back to the meat of my game. I put this part of it off as long as I can...