For the last eight months to a year, on and off, I have been working on a Spherical Terrain System for T3D. This feature is vital to my current project, and I cannot proceed without it.
I have created the quad-sphere based terrain, applied noise to it, and implemented collision. I have also implemented a quad tree for each "face" of the terrain, and I am currently attempting to parse the quad tree in an efficient manner, to implement the Chunked Level of Detail that I need to increase the resolution of the terrain without slowing down the system.
I am feel I am very close to at least a proof of concept here, but I can't seem to get the optimisation/parsing working properly.
I also need to be able to scale the terrain up to an arbitrary size, which will cause additional problems with dynamic additions to the quad tree mesh, etc.
I am reluctant post the entire source code, since it is very long, and I doubt that there would be anyone willing to look through all that and try to figure out what's going on.
I require this feature for my current project. If I can't get it to work in T3D, I will have no choice but to look into engines like Unity, or others, but I may end up having the same problem there.
Is there anyone here that would be capable or willing to help me work through this? I would be prepared to pay for support, if I had to. I would like to keep the code under wraps for the time being, since I may be commericalising this in the future.