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 without registration, duration hours minute second in high quality. This video was added by user kavaari 30 March 2017, don't forget to share it with your friends and acquaintances, it has been viewed on our site 3,143 once and liked it 32 people.