Ive been working on this terrain engine for a while. Its for a game that im working on. This is a 500x500 meter patch of terrain, but the engine supports infinite terrain sizes... its currently being used with an area of 400 square miles, at 1024 polygons per mile at the highest LOD.
Its current features:
Quad tree based frustum culling; multiple (infinite) texture blending layers; 3 detail texture layes; geomipmapping; realtime lighting; more that ive forgotten about?
Soon to implement:
realtime self shadowing; more that ive forgotten about?
Urg... im probably forgetting about a lot... but you can check the rest of the screenshots here:
And mail comments to email@example.com