Terrain Rendering

 - Defined by “Page Size” (a square grid of size X points of terrain).  Pages are stored as X by X size of terrain data when created and rendered.

 - Dynamically textured terrain

 - Can support infinite number of terrain textures on each page of terrain using a unique shader algorithm

 - Using temperature and rainfall data, textures are applied in real-time on creation of the specific terrain page.

 - Normals calculated in real-time

 - Terrain pages are generated and displayed using an LoD algorithm based on distance from character

 - Dynamic terrain LoD system: Define LoD distances of terrain that best suit the engine and performance

Object placement

 - All objects and animations currently use the DirextX .x mesh configuration

 - Meshes and animations are registered into the game as items (See Tools: Mesh Editor for more information)

 - Specific objects can be given specific spawn and generation parameters which allow it to be instantly created all over the world (See Tools: Mesh Generation for more information)

 - In-Game Mesh/Item Editor:  Add or place any meshes or items in run-time to add specific objects to specific areas

 - All objects have optional normal map and specular map properties