This was a test I did while I was working on my exams for school. The final assignment is to create a procedurally generated planet with dynamic LOD scaling for extreme details within the planet. The entire system runs roughly about 70 FPS without any optimization.
Because of the recording, the FPS was lowered so the video is in 30 fps as well.
This was a small quick test in order to see if my current design of an Octree LOD could sustain the entire generation. So far so good.
This is without any optimizations and pure generation on the CPU on a single thread. The world at most contains roughly about 500k polygons and on the lowest level the chunks are roughly 16x16 meters. The entire surface is roughly about 4 kilometers
This made made within the Unity Engine in a single day.
Nesta página do site você pode assistir ao vídeo on-line [ Programming ] - Dynamic Chunk Based Octree LOD system duração hora minuto segundo em boa qualidade , que foi baixado pelo usuário Kenneth van den Berg 26 Maio 2017, compartilhe o link com seus amigos e conhecidos, no youtube este vídeo já foi visto 1,129 vezes e gostou 8 espectadores. Boa visualização!