Original Post
Hello. I have had experience with terrain rendering a few years ago whilst at university. Back then I played with quad-trees for occulsion and got a ROAM implementation going but I haven't been able to keep up with advances as I have been working in 2d for the last couple of years (albeit in Direct3d). What type of algorithms are being used to render the terrains that I see in Halo, Halo 2, Return to castle wolfenstein etc? I realise that there is probably some sort of page swapping to enable the huge areas that are used, but what is being used for LOD, for culling, etc? Are these maps made form heightfields, TIN's, modelled in polygons? Also, does anybody know of any good references, tutorials, books which can help me get back up to speed? All I seem to be able to find is technical documents which don't give away very much in terms of implementations, and also don't give me any idea of there usefulness in a game environment. Thanks for any help. Mark Coleman