Posted 01 December 2008 - 11:51 AM
Hi thanks for your comments,
For now I'm not using any physics/ragdoll for flying, just simple animations, and manual (in code) bone rotations, it's a lot faster then simulating it in physics, however I'll play with it a little more - try to polish the non-physics version, and then I'll try the physics version.
As for the terrains:
I've did a quick check on geometry clipmaps but they don't seem interesting to me. First of all from the demo I see that the meshes need to be updated when the camera position changes, the best thing to do is to avoid that. Second of all I expect problems when using multitexturing with clipmaps - multiple materials blended on the terrain. I haven't checked the clipmaps too good, but from the first impressions I'd just skip it.
I've implemented something simpler:
the terrain is built out ot const sized chunks (square 25 meter x 25 meter), each chunk has multiple level of details, and they're all stored in a custom container, something like a quadtree but different.
This way I can have infinite sized terrains, multiple materials blending is simple as a peanut - I'm not limited to number of materials used, just check my World Editor tool inside the SDK package, you'll get the idea what's going on inside there.
Flavien is doing a great job with his Infinity project, I'm observing his progress from time to time.
Maybe before doing a spherical terrains you should start with the flat version?