anchor.diff:  *  GeoMipMapping: LodControl optimizes the level of detail
   *  Terrain can be randomized or generated from a heightmap
   *  jMonkeyEngine SDK terrain editor
  -*  Streaming <<jme3/advanced/endless_terraingrid#,terrain grid>> (i.e. infinite terrain)
  +*  Streaming xref:jme3/advanced/endless_terraingrid.adoc[terrain grid] (i.e. infinite terrain)
   
   
   === Planned Features:
  
positive.code: ].
  *  *Quad Tree:* The entire terrain structure is made up of TerrainPatches (these hold the actual meshes) as leaves in a quad tree (TerrainQuad). TerrainQuads are subdivided by 4 until they reach minimum size, then a TerrainPatch is created, and that is where the actual geometry mesh lives. This allows for fast culling of the terrain that you can't see.
  *  *Splatting:* The ability to paint multiple textures onto your terrain. What differs here from JME2 is that this is all done in a shader, no more render passes. So it performs much faster.
  *  *Real-time editing:* <<sdk/terrain_editor#,TerraMonkey terrains are editable in jMonkeyEngine SDK>>, and you are able to modify them in real time, for example by raising and lowering the terrain.
  
  
  === Current Features:
  
negative.code: = TerraMonkey - The jMonkeyEngine Terrain System
  :author:
  :revnumber:
  :revdate: 2020/07/15
  
  
  
  