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Geometry clipmaps: simple terrain rendering with level of detail (2017)


que for drawing huge terrains in real-time. They were first published in 2004, and a practical GPU implementation was described shortly after.Those articles don't really explain everything you need to know.

It's pretty normal for games to be set on an island in the middle of an infinite ocean, because it neatly sidesteps the "invisible walls are immersion breaking" problem. There are tricks you can do to project vertices to the far plane, but I couldn't figure out how to make fog work with that so I just put a lot of zeroes. It's easy enough to detect when a tile lies fully outside the world and swap in a simpler mesh and the only requirement is that it needs to have full resolution at the sides so we don't get T-junctions.

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