It has been about a week where I started getting into the topic of real time terrain programming, with the goal of creating an open world engine.
Starting with "Riemer's XNA terrain tutorial" is a very simple and easy to understand foundation, then it would be feasible to explore and evolve more advanced topics on top of it.
However now I am bit troubled on the terrain size:
• heightmap is a picture of 2048x2048 pixels (has a good amount of detail, so I am going with this for now)
• terrain detail looks quite good by a 512x512 vertex count so I doubt that I will need to go any higher
Now the interesting part is that if the entire terrain size is 512 then it will be equivalent to the vertex count, this means that one world unit is a sampled by one vertex position. Then simply later on scaling to 1024 or 2048 it makes the world larger. But the detail does not change, the world feels a bit more zoomed in.
No problem with 512 but definitely it means that I will start fresh with a proper tile based system. Then this means that since now it won't be a matter of a X*Z vertex capacity anymore that I will go for a 1:unit==1:pixel and eventually getting exact ratio of the world as the heightmap.
So let's say that for the sake of consistency and accuracy should I stick to size of 512 then? Because all models and all physics calculations might be calibrated by a 1:unit=1:meter ratio and call it a day.
Honestly there's no exact explanation on this. AI says "do whatever you want" then other games like OpenMorrowind or OpenVice or even closed source Skyrim, they just use some interesting scaling techniques that would be cool in order to save resources about 15++ years ago. So I am just going at random with this, not having a clue.