hello,
i'm re-organizing terrain structure, including:
* an xml based terrain configuration as usual
* allowing max instance and reference clones (via max script) to decrease memory usage
* a simple LoD (level of detail) implementation
* switching between nodes is more like games now, simply walk to door
* changed to way balloons pop up
i used a transition area for LoD to minimize pop effect. i.e. only after the transition area is passed the object is replaced with a different mesh
following diagram demonstrates the transition area in LoD system (1, 2 are different LoD levels and the arrows indicates movement direction)
1 2
| ---- LoD (1) --->| (1) |---- (2) --> <--- LoD (1) ----| (2) |<--- (2) --- |
below image shows an extreme sample demonstrating LoD running. that is a huge map (1km x 1km in human scale) consists of 10x10 tiles each has 1000 polygons. that maps loads in a couple of minutes on my box and doesnt fit into a 256mb jvm. but runs fast enough

the new look of avatar panel. those transparent panels are addictive on me with no doubt

r a f t