Original Post
Hi,
I''ve been looking at some terrain algorithms, and found the one by Tatcher Ulrich one of the best.
Tho, I have some doubts about this:
When I would need a heightpoint somewhere in the map, it would mean going through the tree. If I''d need a lot a heightpoints it would mean slow game (ok, a cache would be possible, but still).
Keeping this in mind, pathfinding would become (without a cache) an expensive thing to do.
And also with collision detection, it would mean... you get the point.
For a simple RTS game (using large maps if possible) wouldn''t it be "better" to use a simple quadtree?
Tho, the Torque by Garagegames (Tribes 2) uses a CLOD system, anybody got any idea of how they have done it?
Anybody got any comments?