Height is provided by a custom shader that takes a height map texture and offsets the vertices.
To think about:
Efficient LODing and culling.
Bounding boxes generated from min/max height in the terrain chunk.
Infinite terrain.
Procedural generation.
Where should terrain decoration be generated? Grass, trees and other flora/fauna.
Terrain mesh, essentially a subdivided plane.
Height is provided by a custom shader that takes a height map texture and offsets the vertices.
To think about: Efficient LODing and culling. Bounding boxes generated from min/max height in the terrain chunk. Infinite terrain. Procedural generation.
Where should terrain decoration be generated? Grass, trees and other flora/fauna.