TerrainRoamX

I have always been curious in how to render great extensions of terrain. So I implemented the ROAM algorithm (Real-time Optimally Adapting Meshes). But I added to it the "memory pagination" so that if you are at the edge of the terrain, by threading, another portion of the terrain is loaded into the memory and when ready, they swap. So you are now, in the centre of the new terrain loaded.

Due to the generation of the terrain made by the Model Ditigal Terrain of 12 Mbytes, I decided to make the following video to show you TerrainRoamX.

 

It was developed in Visual C++(MFC) and DirectX 9.0.

Download the program here.

 

Roam 1.0

This program was the first implementation of ROAM algorithm I developed. In addition to one algorithm to create the terrain texture.

XVis3D

This component was developed in Visual C++ with ATL and OpenGL. It enables you to see the different kinds of vegetation of each Spanish region.

Santa Cruz de Tenerife (Spain)