   First Stab At Terrain System
  Hello all,This is my first post, and I've been following the boards for awhile.  However I have hit a few roadblocks on my current project so I figured it was high time I ask some people.Well, I am creating this application which will act as a psuedo-flight sim.  All the flight calculations will be handled for me, I just need to draw everything.  Well these are the things I have got:sky dome:  gradient texture for realismgeo-mipmapping system: using heightmaps and texturesbasic 3D cameraWater planes737 airplane model (some others but this is the main)View Frustumwell I have run into a wall on how to finish off the world.The idea is to have a large area, with no real visible edges for flight horizon(fog for fading out to grayish). Possibly do wrap around to keep the flight isolated in the environment (although not realistic) Then to keep from storing a large texture in memory I figure I'll break up the heightmaps and textures into smaller units that can be loaded as they are needed.Should I do smaller tiles or larger tiles? 64x64 or 128x128?Should I even do tiles?How do you handle wrap around with a tiling system? (keep going or reset camera position?)Should I add the tiles to a large Geomipmapping mesh or should I make eash tile its own geomipmapping system?What is a resonable scale for pixel to distance?  1 px per m? or 1 px per 10m?Anywho,  any help would be greatly appreciated.  I have spent the last couple months learning about the different terrain methods out there through VTerrain.org, but non never seem to giv e a good idea on handling the vast viewing area of a flight sim (aside from just loading a buttload of data into memory).  Any and all input would be greatly appreciated._DanPS- I apologize if i might put this in the wrong forum, i figured this fit best as a beginner topic.   
  With a flight sim, I'd imagine you don't need that much detail for land... So the tiles could easily go to like 16x16, and just scale them up a lot. (definitely use tiles, it lets you cull non-visible terrain easily) With my project, I simply change the position of the camera when updating the terrain, but then you have to update the positions of everything else in the world. I decided not to just keep going, just in case the numbers overflow (however unlikely that may be). Anyhow, good luck with you project, it sounds like you're doing pretty well. I hope I've helped a bit...   