i´m currently focus on terrain programming, and i have three questions:
1. I want to have convincing collision detection / and response in my terrain.
How could i realize that? It is a good idea to use a decimated mesh of my terrain to represent the collision data? And what kind of space partition technique is recommended? I thought about a quadtree.
2. I want to incorporate my radiosity processor for terrain lighting. But i´m afraid that the lighting looks faceted (since the normals for radiosty are calculated per surface and not per vertex (which procduces smoother lighting)).
How could i arrange my radiosity processor to achieve good and smooth terrain lighting?
3. For rendering, which kind of partitioning tree ist better: Octree, Quadtree, or yet another tree?
Would be nice if i get some ideas and input,
Thanks in advance