Tiled terrain mode is a scrolling terrain that follows the camera. The terrain data can be entirely procedurally generated on either the CPU or the GPU out to an unlimited distance; it can be loaded from a 16-bit heightmap of up to 32k x 32k pixels; It can be created through realtime user editing with brushes; or some combination of those sources.
I have added support for the following features (all realtime and configurable by the user in realtime):
* Procedural terrain with static and dynamic LOD, shadows from terrain, vegetation, clouds, and scenery.
* Water with view-dependent opacity and reflectivity, per-wavelength light attenuation, waves, full scene reflection, caustics, and foam.
* Pine tree forests of up to ~1M visible trees out to ~10Km view distance with dissolve to billboards in the distance.
* 5 types of deciduous trees with hundreds of fully procedural meshes that can be instanced over 10K times and custom normal/texture mapped impostors that fade in with distance.
* Huge fields of procedurally placed grass, flowers, and plants that extend to the horizon and blow in the wind, with soft shadows.
* Rocks, logs, stumps, and other types of ground clutter.
* Two-layer procedural animated cloud layer with fog and atmospheric effects + soft shadows on the ground.
* Dynamic weather effects such as rain, snow, lightning, and wind, day/night cycle, etc.
* User-controlled day/night cycle and nighttime starfield.
* First person shooter and flight simulator cameras with collision detection.
Here are some screenshots. Note that this runs at > 100FPS at 1080p and the player can actually move through the world at a nearly unbounded speed.
|Island lake with grass, flowers, pine trees, and snowy peaks|
|Distant mountain and hills (Mt Rainier from 16k x 16k Puget Sound dataset with increased water level)|
|10K procedural trees out to the horizon|