| Submitted by , posted on 13 July 2001 |

Image Description, by These are screenshots from a terrain engine I am working on. I started with the ROAM algorithm but found the vertex popping a little irritating and discarded it. This is a simple quadtree (ish) algorithm (no LOD whatsoever) I implemented in about 2 days.
I have used something I like to call coherent frustum culling. The lighting is precalculated and the shadowmap is ultra low-res with 1 pixel/sample.
I havent measured the fps but it feels ok on my Celeron 400 /64MB/i810.
I know the texturing is awful (its a texture tiled on the landscape). I just put it together to send my first iotd ;)
I am working on a texture synthesizer at the moment and am toying with the idea of using the ROAM algo to create static optimal meshes.
--Darshan Patil

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