   Looking for flightsim terrain engine.
  Hi,Our team is looking for a game engine capable for large outdoor area''s for a flightsim we are working on.With ''large'' i mean about 200km x 200km size. Great plus would be when we are able to import satalite data or something like that for terrain generation.Commercial or none-commerial, license no problem.Could anyone point me in a few directions?steve52 
  I would sell you mine cheap if it was finished (it almost is). But these days, as long as you don''t need really hectic detail close to the ground, a simple brute force heightmap renderer with paging would work fine.;  @Anti...:>>brute force heightmap renderer with paging would work fine.for a terrain with a complete size of 200km x 200km ?? i believe that you will win nothing with a "simple brute force renderer".;  OpenSceneGraph? (www.openscenegraph.org) ;  @stodge:Thanks, this is what i am looking for!Steve ;quote:Original post by DJSnow  @Anti...:>>brute force heightmap renderer with paging would work fine.for a terrain with a complete size of 200km x 200km ?? i believe that you will win nothing with a "simple brute force renderer". If the height samples are taken every 100km I think the brute force approach would be ok?  ;  You only need the 4 corners, really. ;  I''m not a complete fool Brute force in terms of LOD, of course a quadtree or something with frustum culling would be required.I said paging, what would I be paging if I was drawing the entire terrain in one frame?;  Even if they assumed that much, they''re still talking out of their arses. My terrain engine is "brute force" in that there is no LOD decrease with distance, and I render 1x1m resolution with 2.4 km view distance and 60 degree view angle at over 200 fps. This is in addition to animated models, collision detection, sorting transparent polygons, drawing a skybox, etc... The entire map is over 250 sq km. Occlusion culling replaces LOD for speed in my engine, so a lot of it depends on how many and how large the hills are. My point is, a brute force approach is perfectly acceptable if you have other ways of speeding up the rendering. ;  second that. 