This is an update to my previous generation video. This time, I managed to apply the entire Octree Chunk LOD system onto a Sphere-Cube so that it in theory could be used on planetary scale.
I also re-made the entire mesh generation algorithm so that it's more efficient and faster. The planet contains now about... 250k polygons at most and the entire game runs around 150 fps with the default material of Unity. When only using vertex colored materials ( don't have a proper one yet ) the project could run at around 200 to 300 fps.
The cause of lag is because of the recording software that I use. ( doesn't like fully CPU driven generation together with CPU based recording )
En esta página del sitio puede ver el video en línea [ Programming ] - Dynamic Chunk Based Octree LOD system Planetary Scale de Duración hora minuto segunda en buena calidad , que subió el usuario Kenneth van den Berg 31 mayo 2017, comparta el enlace con amigos y conocidos, en youtube este video ya ha sido visto 1,228 veces y le gustó 16 a los espectadores. Disfruta viendo!