Real time task based multi-threaded procedural terrain generation on planetary scale using 16 level quad tree. Goes all the way to 3 meter resolution on the planet surface, probably possible to scale even more but this level of detail is enough for me now. And all this is done well under 1 ms per frame on my computer even without frustum culling.
Improvements to be done:
Frustum culling
LOD level stitching (I have solved it)
The terrain generator to be more interesting
Physics for the terrain
Water rendering
Atmospheric scattering
Tools used:
C++ as language
bgfx for rendering (using DirectX 11 backend)
SDL2 for windowing
glm for math
Watch video Procedural QuadTree planet terrain rendering (C++) online, duration hours minute second in high quality that is uploaded to the channel kavaari 30 March 2017. Share the link to the video on social media so that your subscribers and friends will also watch this video. This video clip has been viewed 3,143 times and liked it 32 visitors.