I worked on setting up the terrain to render per tile but I am having some issues with the normals.
Once done I will either generate the terrain using spherical coordinates or will convert the current implementtion to render a square plane of tiles instead of a spehere.
Terrain generation is simple multioctave noise. Investigate using a more realistic noise function and using more real-world inspired generation.
Some thoughts:
on Earth, terrain is mostly indiscernible except at closer distances. It seems like the starting noise frequency is high relative to the size of the planet
should we start with feature detemination? It may be difficult for simple noise generation to generation emergent features like oceans and plains
Currently geometric error is the integral of the max amplitude of the remaining octaves plus the greatest distance between the chord and true arc spanning a particular tile. At close distances there seem to be far too many small tiles.
Instead of generating terrain in Javascript and running a glTF json through gltf-pipeline, we should instead manually create the .b3dm buffers in a C++ module. tileset.json generation should also happen in C++