This is a screenshot showing my terrain rendering system's output.
Its core feature right now is level of detail. This makes the engine very
scalable. It also brings its own set of problems, but primarily I'm following
the LOD way because I wanted to have full dynamic terrain on the scene. I think
it real adds to the whole environment when you have something like this going
on. Its just not static boulders anymore, its level of detail from your
viewpoint all the way to the horizon. Yes, I hate clipping fog. :]
What looks less good is the lack of detail closer to the viewer, but I hope to
improve my dynamic texturing system, so it will look a lot better. If not, then
this is nothing a simple detail texture can't handle too.
One funny thing though, is that this wonderful screenshot was taken on a top of
the line Matrox G200 system. Of course that higher LOD levels are just too much
for this good old card, but the results sure look promising.