Original Post
I''ve got this neat idea for a game in the back of my head, but it requires me to render a big outdoor level. I have never written a landscape generator or heightmap loader or anything like that, so I''d like to inform what techniques are often used in rendering and managing outdoor levels. I''d like to know what I''m getting myself into before I start cursing and hitting my computer screen if it doesn''t work
I''ve just read the "is BSP dead?" thread and the term quadtree caught my eye. I have a basic idea what it is, but is it used a lot in outdoor levels? If so what for? For rendering or actor-management? Are the quadtree sections a static size?
What techniques are used for occluded terrain culling? Or do you render everything up to a certain distance and have the API handle the culling?
Any tips/linkage/answers are very appreciated
Thank you!