hello,
i’m re-organizing terrain structure, including:
- an xml based terrain configuration as usual
- allowing max instance and reference clones (via max script) to decrease memory usage
- a simple LoD (level of detail) implementation
- switching between nodes is more like games now, simply walk to door
- changed to way balloons pop up
i used a transition area for LoD to minimize pop effect. i.e. only after the transition area is passed the object is replaced with a different mesh
following diagram demonstrates the transition area in LoD system (1, 2 are different LoD levels and the arrows indicates movement direction)
---- LoD (1) --->| (1) |---- (2) -->
<--- LoD (1) ----| (2) |<--- (2) ---
below image shows an extreme sample demonstrating LoD running. that is a huge map (1km x 1km in human scale) consists of 10x10 tiles each has 1000 polygons. that maps loads in a couple of minutes on my box and doesnt fit into a 256mb jvm. but runs fast enough
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the new look of avatar panel. those transparent panels are addictive on me with no doubt 
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r a f t